16
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Warhammer Quest - Learn to Play

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Page 1: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 116

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 216

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 316

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 416

Playing the GameWarhammer Quest e Adventure Card Game is playedover a series of game rounds During a game roundeach hero activates each enemy activates and then theparty resolves a location effect

HERO A CTIVATION

At the start of each game round beginning with theparty leader and proceeding clockwise each hero takesa turn activating When a hero activates he performsan action

Performing ActionsEach hero has four action cards one for each of thefollowing action types

To perform an action a hero chooses and exhausts oneof his action cards

AidExplore Rest Attack

Readied Action

Aid

raquo A983145983140

raquo Te target hero may ready 1 action andmay suffer 1 to claim 1 and ready1 additional action

More than simplyfireAqshy isthemagicwind of passion and anger

BrightWizard - Basic

Fan the Flames

Exhausted Action

A i d raquo

A983145 983140

raquo

T e t a r g e t h e r om a yr e a d y1 a c t i on a n d

m a y s uff e r 1 t o c l a i m1 a n d r e a d y

1 a d d i t i on

a l a c t i on

M o r e t h a n s i m p l y fi r e A q s h y i s t h e

m a g i c w

i n d o f p a s s i o n a n d a n g e r

B r i gh t Wi z a r d - B a s i c

F a n t h e F l a m e s

One of each herorsquos action cards contains a prepare iconAer the active hero performs an action that has aprepare icon he readies each of his actioncards (including the card with the icon) so theywill be available for the next round Certaingame effects allow or force heroes to exhaustaction cards but those effects cannot cause thecard with the prepare icon to exhaust

Aer choosing an action card the active hero resolvesthe effects listed on that card from top to bottom

e main effect of each action card is its which appears in bolded small caps To resolve anaction the active hero gathers and rolls dice

G ATHERING DICE

e active hero gathers one white die for each die iconthat appears aer an actionrsquos name

en the active hero gathers one black die for eachreadied enemy with which he is engaged

An enemy in play is either with a hero orin the An enemy that is in a herorsquos playarea is engaged with that hero An enemy in the centreof the play area is not engaged with any hero and isin the shadows is tutorial begins with one enemyengaged with each hero and two enemies facedown inthe shadows

PrepaIcon

Effects Listed on an Aid Card

An Aid Action with

Two Die Icons

Readied Enemy

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages thehero with the most

Goblinsare endlesslywicked andmean-spiritedforever thieving andhurting those tooweakto fightback

Exhausted Enemy

2

1

P R E Y

I N F L I C T

0

I

G r e e n s k i n

G o b l i n W a r r i o r

P r e y Ti s e n e m y e n g a g e s t h e

h e r o wi t h t h e m o s t

G o b l i n s a r e e n d l e s s l y w i c k e d a n d

m e a n- s p i r i t e d f o r e v e r t h i e v i n g a n d

h u r t i n g t h o s e t o o w e a k t o fi g h t b a c k

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 516LEARN TO PL

R OLLING DICE

Aer gathering dice the active hero rolls them andresolves each die icon as follows

bull Success () For each the active hero appliesone success to his action Successes have uniqueeffects based on which action the hero is performing(see ldquoApplying Successesrdquo to the right)

bull Critical Success () For each theactive hero applies one success to hisaction and then rerolls the die A herocan use success tokens () from thesupply to track each success before hererolls the die

bull Defence () For each the active hero reducesthe number of wounds () he suffers during thecurrent action by one (see ldquoSuffering Woundsrdquo onpage 8)

bull Attack () For each one readied enemy that isengaged with the active hero attacks (see ldquoEnemyAttacksrdquo below)

bull Nemesis () For this tutorial nemesis die iconshave no effect and are ignored

ENEMY A TTACKS

Each attack icon () causes one enemy engaged withthe active hero to attack and each enemy can attackonly once per action

If there are more enemies engaged with the active herothan attack icons rolled some enemies will not attackduring this action Enemies with higher attack valuesare prioritized as attackers before enemies with lowerattack values

When resolving attack icons () the active hero totalsthe attack values from all attacking enemies and suffersthat many wounds (see ldquoSuffering Woundsrdquo on page8) reducing the total number of wounds suffered byone for each shield icon ()

Success Token

Enemy Attack Value

A PPLYING SUCCESSES

When a hero performs an action his successes areapplied to that action as follows

Explore e explore action allows a heroto progress through a location and discoveruseful items

When performing an explore action the activhero places one progress token on the ldquoronof Websrdquo location card for each success

Rest e rest action allows a hero to recovewounds

When performing a rest action the activehero recovers one wound for each success(see ldquoWoundsrdquo on page 8)

Aid e aid action allows a hero to boostanother herorsquos future action

Before performing an aid action the activehero chooses another hero (not himself) toaid en for each success the chosen heroclaims one success token () placing it onone of his action cards Each action card cancontain up to two success tokens () whicha hero can use later when performing thataction (see ldquoSuccess Tokensrdquo on page 8)

Attack e attack action allows a hero tofight an enemy oen allowing that hero to

engage additional enemies

Before performing an attack action the activhero determines the target of the attack bychoosing one enemy with which he is engagee chosen enemy suffers one wound () foreach success (see ldquoWoundsrdquo on page 8)

If an attack action uses the phrase ldquoRangedAttackrdquo a hero can target any enemyincluding one with which he is not engagedsuch as an enemy engaged with another hero

or in the shadowsSome attack actions also allow a hero totarget more than one enemy When targetinmore than one enemy the active hero assignwounds among the enemies as he chooses

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 616

HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 716LEARN TO PL

R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 816

S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 916

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 2: Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 316

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 416

Playing the GameWarhammer Quest e Adventure Card Game is playedover a series of game rounds During a game roundeach hero activates each enemy activates and then theparty resolves a location effect

HERO A CTIVATION

At the start of each game round beginning with theparty leader and proceeding clockwise each hero takesa turn activating When a hero activates he performsan action

Performing ActionsEach hero has four action cards one for each of thefollowing action types

To perform an action a hero chooses and exhausts oneof his action cards

AidExplore Rest Attack

Readied Action

Aid

raquo A983145983140

raquo Te target hero may ready 1 action andmay suffer 1 to claim 1 and ready1 additional action

More than simplyfireAqshy isthemagicwind of passion and anger

BrightWizard - Basic

Fan the Flames

Exhausted Action

A i d raquo

A983145 983140

raquo

T e t a r g e t h e r om a yr e a d y1 a c t i on a n d

m a y s uff e r 1 t o c l a i m1 a n d r e a d y

1 a d d i t i on

a l a c t i on

M o r e t h a n s i m p l y fi r e A q s h y i s t h e

m a g i c w

i n d o f p a s s i o n a n d a n g e r

B r i gh t Wi z a r d - B a s i c

F a n t h e F l a m e s

One of each herorsquos action cards contains a prepare iconAer the active hero performs an action that has aprepare icon he readies each of his actioncards (including the card with the icon) so theywill be available for the next round Certaingame effects allow or force heroes to exhaustaction cards but those effects cannot cause thecard with the prepare icon to exhaust

Aer choosing an action card the active hero resolvesthe effects listed on that card from top to bottom

e main effect of each action card is its which appears in bolded small caps To resolve anaction the active hero gathers and rolls dice

G ATHERING DICE

e active hero gathers one white die for each die iconthat appears aer an actionrsquos name

en the active hero gathers one black die for eachreadied enemy with which he is engaged

An enemy in play is either with a hero orin the An enemy that is in a herorsquos playarea is engaged with that hero An enemy in the centreof the play area is not engaged with any hero and isin the shadows is tutorial begins with one enemyengaged with each hero and two enemies facedown inthe shadows

PrepaIcon

Effects Listed on an Aid Card

An Aid Action with

Two Die Icons

Readied Enemy

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages thehero with the most

Goblinsare endlesslywicked andmean-spiritedforever thieving andhurting those tooweakto fightback

Exhausted Enemy

2

1

P R E Y

I N F L I C T

0

I

G r e e n s k i n

G o b l i n W a r r i o r

P r e y Ti s e n e m y e n g a g e s t h e

h e r o wi t h t h e m o s t

G o b l i n s a r e e n d l e s s l y w i c k e d a n d

m e a n- s p i r i t e d f o r e v e r t h i e v i n g a n d

h u r t i n g t h o s e t o o w e a k t o fi g h t b a c k

7232019 Warhammer Quest - Learn to Play

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R OLLING DICE

Aer gathering dice the active hero rolls them andresolves each die icon as follows

bull Success () For each the active hero appliesone success to his action Successes have uniqueeffects based on which action the hero is performing(see ldquoApplying Successesrdquo to the right)

bull Critical Success () For each theactive hero applies one success to hisaction and then rerolls the die A herocan use success tokens () from thesupply to track each success before hererolls the die

bull Defence () For each the active hero reducesthe number of wounds () he suffers during thecurrent action by one (see ldquoSuffering Woundsrdquo onpage 8)

bull Attack () For each one readied enemy that isengaged with the active hero attacks (see ldquoEnemyAttacksrdquo below)

bull Nemesis () For this tutorial nemesis die iconshave no effect and are ignored

ENEMY A TTACKS

Each attack icon () causes one enemy engaged withthe active hero to attack and each enemy can attackonly once per action

If there are more enemies engaged with the active herothan attack icons rolled some enemies will not attackduring this action Enemies with higher attack valuesare prioritized as attackers before enemies with lowerattack values

When resolving attack icons () the active hero totalsthe attack values from all attacking enemies and suffersthat many wounds (see ldquoSuffering Woundsrdquo on page8) reducing the total number of wounds suffered byone for each shield icon ()

Success Token

Enemy Attack Value

A PPLYING SUCCESSES

When a hero performs an action his successes areapplied to that action as follows

Explore e explore action allows a heroto progress through a location and discoveruseful items

When performing an explore action the activhero places one progress token on the ldquoronof Websrdquo location card for each success

Rest e rest action allows a hero to recovewounds

When performing a rest action the activehero recovers one wound for each success(see ldquoWoundsrdquo on page 8)

Aid e aid action allows a hero to boostanother herorsquos future action

Before performing an aid action the activehero chooses another hero (not himself) toaid en for each success the chosen heroclaims one success token () placing it onone of his action cards Each action card cancontain up to two success tokens () whicha hero can use later when performing thataction (see ldquoSuccess Tokensrdquo on page 8)

Attack e attack action allows a hero tofight an enemy oen allowing that hero to

engage additional enemies

Before performing an attack action the activhero determines the target of the attack bychoosing one enemy with which he is engagee chosen enemy suffers one wound () foreach success (see ldquoWoundsrdquo on page 8)

If an attack action uses the phrase ldquoRangedAttackrdquo a hero can target any enemyincluding one with which he is not engagedsuch as an enemy engaged with another hero

or in the shadowsSome attack actions also allow a hero totarget more than one enemy When targetinmore than one enemy the active hero assignwounds among the enemies as he chooses

7232019 Warhammer Quest - Learn to Play

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HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

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R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

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NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

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COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

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Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 3: Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

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Playing the GameWarhammer Quest e Adventure Card Game is playedover a series of game rounds During a game roundeach hero activates each enemy activates and then theparty resolves a location effect

HERO A CTIVATION

At the start of each game round beginning with theparty leader and proceeding clockwise each hero takesa turn activating When a hero activates he performsan action

Performing ActionsEach hero has four action cards one for each of thefollowing action types

To perform an action a hero chooses and exhausts oneof his action cards

AidExplore Rest Attack

Readied Action

Aid

raquo A983145983140

raquo Te target hero may ready 1 action andmay suffer 1 to claim 1 and ready1 additional action

More than simplyfireAqshy isthemagicwind of passion and anger

BrightWizard - Basic

Fan the Flames

Exhausted Action

A i d raquo

A983145 983140

raquo

T e t a r g e t h e r om a yr e a d y1 a c t i on a n d

m a y s uff e r 1 t o c l a i m1 a n d r e a d y

1 a d d i t i on

a l a c t i on

M o r e t h a n s i m p l y fi r e A q s h y i s t h e

m a g i c w

i n d o f p a s s i o n a n d a n g e r

B r i gh t Wi z a r d - B a s i c

F a n t h e F l a m e s

One of each herorsquos action cards contains a prepare iconAer the active hero performs an action that has aprepare icon he readies each of his actioncards (including the card with the icon) so theywill be available for the next round Certaingame effects allow or force heroes to exhaustaction cards but those effects cannot cause thecard with the prepare icon to exhaust

Aer choosing an action card the active hero resolvesthe effects listed on that card from top to bottom

e main effect of each action card is its which appears in bolded small caps To resolve anaction the active hero gathers and rolls dice

G ATHERING DICE

e active hero gathers one white die for each die iconthat appears aer an actionrsquos name

en the active hero gathers one black die for eachreadied enemy with which he is engaged

An enemy in play is either with a hero orin the An enemy that is in a herorsquos playarea is engaged with that hero An enemy in the centreof the play area is not engaged with any hero and isin the shadows is tutorial begins with one enemyengaged with each hero and two enemies facedown inthe shadows

PrepaIcon

Effects Listed on an Aid Card

An Aid Action with

Two Die Icons

Readied Enemy

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages thehero with the most

Goblinsare endlesslywicked andmean-spiritedforever thieving andhurting those tooweakto fightback

Exhausted Enemy

2

1

P R E Y

I N F L I C T

0

I

G r e e n s k i n

G o b l i n W a r r i o r

P r e y Ti s e n e m y e n g a g e s t h e

h e r o wi t h t h e m o s t

G o b l i n s a r e e n d l e s s l y w i c k e d a n d

m e a n- s p i r i t e d f o r e v e r t h i e v i n g a n d

h u r t i n g t h o s e t o o w e a k t o fi g h t b a c k

7232019 Warhammer Quest - Learn to Play

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R OLLING DICE

Aer gathering dice the active hero rolls them andresolves each die icon as follows

bull Success () For each the active hero appliesone success to his action Successes have uniqueeffects based on which action the hero is performing(see ldquoApplying Successesrdquo to the right)

bull Critical Success () For each theactive hero applies one success to hisaction and then rerolls the die A herocan use success tokens () from thesupply to track each success before hererolls the die

bull Defence () For each the active hero reducesthe number of wounds () he suffers during thecurrent action by one (see ldquoSuffering Woundsrdquo onpage 8)

bull Attack () For each one readied enemy that isengaged with the active hero attacks (see ldquoEnemyAttacksrdquo below)

bull Nemesis () For this tutorial nemesis die iconshave no effect and are ignored

ENEMY A TTACKS

Each attack icon () causes one enemy engaged withthe active hero to attack and each enemy can attackonly once per action

If there are more enemies engaged with the active herothan attack icons rolled some enemies will not attackduring this action Enemies with higher attack valuesare prioritized as attackers before enemies with lowerattack values

When resolving attack icons () the active hero totalsthe attack values from all attacking enemies and suffersthat many wounds (see ldquoSuffering Woundsrdquo on page8) reducing the total number of wounds suffered byone for each shield icon ()

Success Token

Enemy Attack Value

A PPLYING SUCCESSES

When a hero performs an action his successes areapplied to that action as follows

Explore e explore action allows a heroto progress through a location and discoveruseful items

When performing an explore action the activhero places one progress token on the ldquoronof Websrdquo location card for each success

Rest e rest action allows a hero to recovewounds

When performing a rest action the activehero recovers one wound for each success(see ldquoWoundsrdquo on page 8)

Aid e aid action allows a hero to boostanother herorsquos future action

Before performing an aid action the activehero chooses another hero (not himself) toaid en for each success the chosen heroclaims one success token () placing it onone of his action cards Each action card cancontain up to two success tokens () whicha hero can use later when performing thataction (see ldquoSuccess Tokensrdquo on page 8)

Attack e attack action allows a hero tofight an enemy oen allowing that hero to

engage additional enemies

Before performing an attack action the activhero determines the target of the attack bychoosing one enemy with which he is engagee chosen enemy suffers one wound () foreach success (see ldquoWoundsrdquo on page 8)

If an attack action uses the phrase ldquoRangedAttackrdquo a hero can target any enemyincluding one with which he is not engagedsuch as an enemy engaged with another hero

or in the shadowsSome attack actions also allow a hero totarget more than one enemy When targetinmore than one enemy the active hero assignwounds among the enemies as he chooses

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HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

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R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

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NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

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COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

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Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

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Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 4: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

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Playing the GameWarhammer Quest e Adventure Card Game is playedover a series of game rounds During a game roundeach hero activates each enemy activates and then theparty resolves a location effect

HERO A CTIVATION

At the start of each game round beginning with theparty leader and proceeding clockwise each hero takesa turn activating When a hero activates he performsan action

Performing ActionsEach hero has four action cards one for each of thefollowing action types

To perform an action a hero chooses and exhausts oneof his action cards

AidExplore Rest Attack

Readied Action

Aid

raquo A983145983140

raquo Te target hero may ready 1 action andmay suffer 1 to claim 1 and ready1 additional action

More than simplyfireAqshy isthemagicwind of passion and anger

BrightWizard - Basic

Fan the Flames

Exhausted Action

A i d raquo

A983145 983140

raquo

T e t a r g e t h e r om a yr e a d y1 a c t i on a n d

m a y s uff e r 1 t o c l a i m1 a n d r e a d y

1 a d d i t i on

a l a c t i on

M o r e t h a n s i m p l y fi r e A q s h y i s t h e

m a g i c w

i n d o f p a s s i o n a n d a n g e r

B r i gh t Wi z a r d - B a s i c

F a n t h e F l a m e s

One of each herorsquos action cards contains a prepare iconAer the active hero performs an action that has aprepare icon he readies each of his actioncards (including the card with the icon) so theywill be available for the next round Certaingame effects allow or force heroes to exhaustaction cards but those effects cannot cause thecard with the prepare icon to exhaust

Aer choosing an action card the active hero resolvesthe effects listed on that card from top to bottom

e main effect of each action card is its which appears in bolded small caps To resolve anaction the active hero gathers and rolls dice

G ATHERING DICE

e active hero gathers one white die for each die iconthat appears aer an actionrsquos name

en the active hero gathers one black die for eachreadied enemy with which he is engaged

An enemy in play is either with a hero orin the An enemy that is in a herorsquos playarea is engaged with that hero An enemy in the centreof the play area is not engaged with any hero and isin the shadows is tutorial begins with one enemyengaged with each hero and two enemies facedown inthe shadows

PrepaIcon

Effects Listed on an Aid Card

An Aid Action with

Two Die Icons

Readied Enemy

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages thehero with the most

Goblinsare endlesslywicked andmean-spiritedforever thieving andhurting those tooweakto fightback

Exhausted Enemy

2

1

P R E Y

I N F L I C T

0

I

G r e e n s k i n

G o b l i n W a r r i o r

P r e y Ti s e n e m y e n g a g e s t h e

h e r o wi t h t h e m o s t

G o b l i n s a r e e n d l e s s l y w i c k e d a n d

m e a n- s p i r i t e d f o r e v e r t h i e v i n g a n d

h u r t i n g t h o s e t o o w e a k t o fi g h t b a c k

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R OLLING DICE

Aer gathering dice the active hero rolls them andresolves each die icon as follows

bull Success () For each the active hero appliesone success to his action Successes have uniqueeffects based on which action the hero is performing(see ldquoApplying Successesrdquo to the right)

bull Critical Success () For each theactive hero applies one success to hisaction and then rerolls the die A herocan use success tokens () from thesupply to track each success before hererolls the die

bull Defence () For each the active hero reducesthe number of wounds () he suffers during thecurrent action by one (see ldquoSuffering Woundsrdquo onpage 8)

bull Attack () For each one readied enemy that isengaged with the active hero attacks (see ldquoEnemyAttacksrdquo below)

bull Nemesis () For this tutorial nemesis die iconshave no effect and are ignored

ENEMY A TTACKS

Each attack icon () causes one enemy engaged withthe active hero to attack and each enemy can attackonly once per action

If there are more enemies engaged with the active herothan attack icons rolled some enemies will not attackduring this action Enemies with higher attack valuesare prioritized as attackers before enemies with lowerattack values

When resolving attack icons () the active hero totalsthe attack values from all attacking enemies and suffersthat many wounds (see ldquoSuffering Woundsrdquo on page8) reducing the total number of wounds suffered byone for each shield icon ()

Success Token

Enemy Attack Value

A PPLYING SUCCESSES

When a hero performs an action his successes areapplied to that action as follows

Explore e explore action allows a heroto progress through a location and discoveruseful items

When performing an explore action the activhero places one progress token on the ldquoronof Websrdquo location card for each success

Rest e rest action allows a hero to recovewounds

When performing a rest action the activehero recovers one wound for each success(see ldquoWoundsrdquo on page 8)

Aid e aid action allows a hero to boostanother herorsquos future action

Before performing an aid action the activehero chooses another hero (not himself) toaid en for each success the chosen heroclaims one success token () placing it onone of his action cards Each action card cancontain up to two success tokens () whicha hero can use later when performing thataction (see ldquoSuccess Tokensrdquo on page 8)

Attack e attack action allows a hero tofight an enemy oen allowing that hero to

engage additional enemies

Before performing an attack action the activhero determines the target of the attack bychoosing one enemy with which he is engagee chosen enemy suffers one wound () foreach success (see ldquoWoundsrdquo on page 8)

If an attack action uses the phrase ldquoRangedAttackrdquo a hero can target any enemyincluding one with which he is not engagedsuch as an enemy engaged with another hero

or in the shadowsSome attack actions also allow a hero totarget more than one enemy When targetinmore than one enemy the active hero assignwounds among the enemies as he chooses

7232019 Warhammer Quest - Learn to Play

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HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

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R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

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NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

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COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

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Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

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Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 5: Warhammer Quest - Learn to Play

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R OLLING DICE

Aer gathering dice the active hero rolls them andresolves each die icon as follows

bull Success () For each the active hero appliesone success to his action Successes have uniqueeffects based on which action the hero is performing(see ldquoApplying Successesrdquo to the right)

bull Critical Success () For each theactive hero applies one success to hisaction and then rerolls the die A herocan use success tokens () from thesupply to track each success before hererolls the die

bull Defence () For each the active hero reducesthe number of wounds () he suffers during thecurrent action by one (see ldquoSuffering Woundsrdquo onpage 8)

bull Attack () For each one readied enemy that isengaged with the active hero attacks (see ldquoEnemyAttacksrdquo below)

bull Nemesis () For this tutorial nemesis die iconshave no effect and are ignored

ENEMY A TTACKS

Each attack icon () causes one enemy engaged withthe active hero to attack and each enemy can attackonly once per action

If there are more enemies engaged with the active herothan attack icons rolled some enemies will not attackduring this action Enemies with higher attack valuesare prioritized as attackers before enemies with lowerattack values

When resolving attack icons () the active hero totalsthe attack values from all attacking enemies and suffersthat many wounds (see ldquoSuffering Woundsrdquo on page8) reducing the total number of wounds suffered byone for each shield icon ()

Success Token

Enemy Attack Value

A PPLYING SUCCESSES

When a hero performs an action his successes areapplied to that action as follows

Explore e explore action allows a heroto progress through a location and discoveruseful items

When performing an explore action the activhero places one progress token on the ldquoronof Websrdquo location card for each success

Rest e rest action allows a hero to recovewounds

When performing a rest action the activehero recovers one wound for each success(see ldquoWoundsrdquo on page 8)

Aid e aid action allows a hero to boostanother herorsquos future action

Before performing an aid action the activehero chooses another hero (not himself) toaid en for each success the chosen heroclaims one success token () placing it onone of his action cards Each action card cancontain up to two success tokens () whicha hero can use later when performing thataction (see ldquoSuccess Tokensrdquo on page 8)

Attack e attack action allows a hero tofight an enemy oen allowing that hero to

engage additional enemies

Before performing an attack action the activhero determines the target of the attack bychoosing one enemy with which he is engagee chosen enemy suffers one wound () foreach success (see ldquoWoundsrdquo on page 8)

If an attack action uses the phrase ldquoRangedAttackrdquo a hero can target any enemyincluding one with which he is not engagedsuch as an enemy engaged with another hero

or in the shadowsSome attack actions also allow a hero totarget more than one enemy When targetinmore than one enemy the active hero assignwounds among the enemies as he chooses

7232019 Warhammer Quest - Learn to Play

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HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

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R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

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Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

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Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 6: Warhammer Quest - Learn to Play

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HERO A CTIVATION EXAMPLE

1 When the Ironbreaker activates he choosesthe ldquoInexorable Advancerdquo action card Aerchoosing to not use the first effect (whichwould allow him to engage other enemies)he performs an attack

2 His attack allows him to target the twoenemies engaged with him the Giant Wolfand the Rat Swarm He rolls two white dicefor his action and two black dice one foreach enemy engaged with him

3 e one icon causes the enemy with thehighest attack value to attack which is theGiant Wolf It has an attack value of ldquo2rdquoe icon reduces the amount of woundssuffered by one e Ironbreaker suffers 1placing a wound token on his hero card

4 Since the Ironbreaker is attacking he applieshis one icon to one of his targets in thiscase he chooses the Rat Swarm e RatSwarm suffers 1 and a wound token isplaced on its card

Attack

raquo

You may engage up to 2 enemies raquo A983156983156983137983139983147 Before this action you

may target up to 2 enemies

ldquoUzkular A Urki Karaz Ankorrdquo

mdashA Khazalid battle cry

Ironbreaker - Basic

Inexorable Advance

1

Lacerate If this enemy isengaged with you become

bleeding

Prey Tis enemy engages the herowith the most

Wolves are sacred to Ulric Killing awolf is a rite of passage to Ulricans

I NFLICTP REY L ACERATE

0 32

CreatureII

Giant Wolf

1 3

Most cities in the Empire have abounty on rat tails Rat-catchers

can make a surprisingly good living

if they can avoid being devoured

0

I NFLICT A DVANCE

ICreature

Rat Swarm

Ironbreaker 26

Tis hero activatestwice during each hero

phase

2

3

4

4

3

LEARN TO PLAY

F ACEDOWN ENEMIES

Facedown enemies are treated in the same fashion as

faceup enemies but the information on their cardsis hidden A facedown enemy is flipped faceup in thefollowing ways

bull When an effect causes it to suffer wounds

bull Aer it is engaged

bull Before it is activated (see ldquoEnemy Activationrdquoto the right)

Faceup enemies whether or not they were facedownbefore cannot be flipped facedown

ENEMY A CTIVATION

Aer all heroes have activated they take turns

activating enemies Starting with the party leader andproceeding clockwise each hero activates one readiedenemy Heroes continue taking turns until all enemiesin play are exhausted

CHOOSING AN ENEMY

When choosing an enemy to activate the active heromust first choose a readied enemy with which he isengaged if possible If he is not engaged with anyenemies or if all enemies with which he is engaged areexhausted he activates a readied enemy in the shadow

If there are no readied enemies engaged with him orin the shadows he skips his turn and the next hero inclockwise order activates an enemy

6

7232019 Warhammer Quest - Learn to Play

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R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

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W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

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Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 7: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 716LEARN TO PL

R ESOLVING ENEMY EFFECTS

Each enemy card has an effect bar that contains one ormore keywords which are abbreviations for specificgame effects

Aer choosing an enemy a hero resolves the keywordson his chosen enemyrsquos effect bar from le to right Eachkeyword affects the hero who is resolving it

ere are three basic keywords that appear on manyenemy cards which heroes resolve as follows

bull Advance e enemy engages the hero activating itIf the enemy is already engaged with that hero theeffect is ignored

bull Retreat e enemy is placed faceup in theshadows If the enemy is already in the shadowsthe effect is ignored

bull Inflict e hero engaged with theenemy suffers a number of wounds() equal to the enemyrsquos attack value (see ldquoSuffering Woundsrdquo onpage 8) If the enemy is in theshadows the hero activating itsuffers these wounds

In addition to these basic keywords many enemies haveunique keywords such as ldquoLaceraterdquo or ldquoPreyrdquo e effectsfor these keywords are described on the enemy card

Aer resolving an enemyrsquos effect bar the enemy isexhausted Aer all enemies are exhausted the partyreadies each enemy

Effect Bar

Enemy Attack Value

LOCATION EFFECTS

Aer completing all hero and enemy activations theparty resolves any location effects Each location has aunique location effect printed on its card For thistutorial the party resolves the ldquorong of Websrdquolocation effect by having the party leader exhaust one his action cards that does not contain the prepare iconIf all of his action cards without prepare icons areexhausted the effect is ignored

Each location has anexploration value printed onits card During this tutorialwhen the amount ofprogress on the card is equalto that locationrsquos exploration value and all enemies aredefeated the tutorial endsand the party wins

Note ere are one or more

spawn values in the lower-le corner of each locationcard Heroes ignore those values during this tutorial

END OF R OUND

At the end of every game round the party leader passesthe party leader token to the hero to his le at herobegins the next round by activating

Location Effect

Exploration ValueSHARING INFORMATION

Warhammer Quest e Adventure Card Game isa cooperative game As such the party can freelydiscuss strategies and share information A playercan look at any cards in any other playerrsquos playarea at any time

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

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A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 8: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

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S TOP

Players are ready to play the Warhammer Queste Adventure Card Game tutorial e partywins the tutorial if all enemies are defeated andthere are at least seven progress tokens on theldquorong of Websrdquo location card If any hero isdefeated the party loses the tutorial

Aer completing the tutorial players can readthe ldquoAdvanced Rulesrdquo section starting on page 9which describes how to play an entire quest

LEARN TO PLAY

Additional Basic Rulesis section provides players with additional rulesneeded to play the tutorial

DUNGEON C ARDS

Aer exploring heroes draw and resolve one dungeoncard from the dungeon deck ere are two types of

dungeon cards and

ItemsItems are objects that heroes find whileexploring a location Most items providethe heroes with helpful single-use effectsWhen a hero draws an item he places it inhis play area and can use it by following itsinstructions

Events

Events are either helpful or harmfuloccurrences When a hero draws an eventhe must immediately read and resolve theinstructions on the card en he places thatcard in the dungeon discard pile

Note Treasure icons appear in the lower-le corner of some dungeon cards Heroesignore those icons during this tutorial

CONDITIONS

ere are three conditions each of which

applies an ongoing effect to a heroempowered bleeding and sickened Whena hero receives a condition he places thecorresponding condition card in his play area

Each condition card describes what thatcondition does and how it is removed Ahero cannot have more than one copy of thesame condition card at the same time

SUCCESS T OKENS

When a hero claims a success token such as from anaid action he places it on one of his action cards (with alimit of two per card)

Before a hero rolls dice he may choose to spend anynumber of success tokens () from his chosen actioncard Each success token he spends in this way is placed inthe play area and is treated as one success Spent successtokens are returned to the supply aer each action

Item Card

983145983156983141983149

You may discardthis card beoreor afer a herorsquos

activation or thathero to recover 4

Healing Pot ion

Event Card

983141983158983141983150983156

983105 horrid creaturesprings out of the

darkness and attacks

Spawn 1 enemy

A m bush

Bleeding

Afer your activationsuffer 1

Afer another hero aidsyou discard this card

ConditionCard

W OUNDS

Wounds are represented by wound tokensEach side of a wound token has a value onit either ldquo1rdquo or ldquo3rdquo ese values indicate thenumber of wounds () the token represents

Suffering Wounds

Each time a hero or enemy suffers a wound (

) awound token is placed on that herorsquos or enemyrsquos card

Each hero and enemy card contains a health value Ifthe value of wound tokens on a herorsquos or enemyrsquos cardmeets or exceeds the health value on that card thathero or enemy is (see below)

Recovering WoundsEach time a hero or enemy recovers a wound () awound token with the appropriate value is removed fromthat herorsquos or enemyrsquos card and placed in the supply

DefeatedWhen a hero is defeated the tutorial endsimmediately During a normal game a defeated herois eliminated from the quest but returns during thesettlement stage (see ldquoCampaign Playrdquo on page 13)

When an enemy is defeated that enemy and any wountokens on it are discarded

Wound Token

Bright Wizard 10

Bright Wizards aremasters of Aqshy the Lore

of Fire Tey are knownto be just as volatile and

combustible in personalityas the explosive magic they

control

HealthValues

2 1

P REYI NFLICT

0

IGreenskin

Goblin Warrior

Prey Tis enemy engages the

hero with the most

Goblins are endlessly wicked andmean-spirited forever thieving andhurting those too weak to fight back

8

7232019 Warhammer Quest - Learn to Play

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7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

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NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 9: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 916

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 10: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1016

A CHALLENGING A DVENTURE

Warhammer Quest e Adventure Card Game is a cooperative game that is tuned at a high

diffi culty to offer players a wealth of replayabilityIt is common for new players to lose a few questsas they are learning the game and developingtheir skills especially when playing with fewerthan four heroes Winning relies upon players notonly equipping and building their party wiselybut also working together to optimally overcomeeach obstacle

LEARN TO PLAY

Spawning When revealing a newlocation aer travellingthe party must spawnenemies according tothe spawn values onthe location card Each

location card has two spawn values the spawn valueon a red background indicates how many enemiesare spawned following the normal spawn rules (seeldquoSpawning Enemiesrdquo on page 9) e spawn valueon the black background indicates how many enemiesare spawned facedown in the shadows

PERIL PHASE

During the peril phase the party increases peril bymoving the peril token one space to the right on theperil track

Aer increasing peril the party resolves any peril effectsthat match the colour of the space on the peril track

where the peril token is placed If the peril token isplaced on a space on the peril track that is not colouredgreen blue or red no peril effect is resolved that phase

If the peril token reaches the end of the track eachtime peril would increase it remains in the same space

However any corresponding effects are still resolved

ENGAGEMENT LIMIT

A hero cannot be engaged with more than threeenemies at the same time If a hero is engaged withthree enemies and an effect forces a hero to becomeengaged with another enemy that hero suffers anumber of wounds equal to that enemyrsquos attack valueand that enemy is placed faceup in the shadows

NormalSpawn

Shadow Spawn

Peril Increasing on the Peril Track

Green Peril Effect

R ESILIENCE

Some enemy cards have a resilience valueEach time an enemy with a resilience value would suffer wounds from anattack action that enemy ignores anumber of wounds equal to its resilience value For example if an enemy has a

resilience value of ldquo2rdquo and it would sufferthree wounds it suffers one woundinstead Any effect that causes an enemy to directly suffwounds ignores an enemyrsquos resilience value

T IERS

Enemy cards location cards and quest sheets existwithin a tier that is presented on that component

e primary function of a tier is to determine duringsetup which enemies and locations can be included inwhich quests

Resilien

Value

Tier

0

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 11: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1116LEARN TO PL

NEMESIS

Each quest contains a nemesis whichis a unique and powerful enemy Eachnemesis is distinguished by a quest iconlocated in the upper-le corner of thecard and these enemies are not shuffl edinto the enemy deck

Nemesis Setupe ldquoEnemiesrdquo section on each quest sheet describeswhere a nemesis is placed during setup (see ldquoEnemyDeckrdquo on the right)

Nemesis LairSome quest sheets instruct the party to place thenemesis in the nemesis lair which is a play area nearthe quest sheet Heroes cannot target a nemesis in thenemesis lair unless the quest sheet specifies otherwise

Nemesis EffectsEach nemesis has a nemesis effect located at the bottomof its card When rolling dice during an action aerother icons are resolved the party must resolve eachnemesis effect if one or more nemesis icons () areproduced ese effects are resolved if a nemesis isengaged with a hero faceup in the shadows or in thenemesis lair Each nemesis effect is only resolved onceeven if a roll produces multiple nemesis icons

DECK SETUP

Each quest comprises an enemy deck a location deck adungeon deck and a gear deck e party must createthese decks during quest setup (see ldquoQuest Setuprdquo onpage 2 of the Rules Reference) e back side of eachquest sheet details how to create each deck some cards inthose decks are shuffl ed randomly while other cards arespecifically included

When adding randomized cards the party cannot know which cards were added

Quest IconSimilar to nemeses there are a numberof location dungeon and gear cards thatdisplay the quest icon in the upper-lecorner of the card ese cards are notshuffl ed into their respective decks unlessspecified by the quest sheet or if present inthe campaign pool (see ldquoCampaign Poolrdquo on page 13)

Quest Icon

1

I N F L I C T

R E T R E A T

C r e a t u r e E l i t e

G i a n t B a t

I

0 2

W h i l e i n t h e s h a d o w s t h i s

e n e m y c a n n o t s u ff e r W h e n t h e p a r t y t r a v e l s t h i s e n e m y

i s n o t d i s c a r d e d ldquo T e b a t s o f S y l v a n i a a r e v i l e n o i s o m e

a b o m i n a t i o n s s p r e a d e r s o f d i s e a s e

s c a r c e l y b e t t e r t h a n r a t s w i t h w i n g s rdquo

1 I N FL IC T

R E TR E AT

Creat ure

Gia n t Ba t

I

0 1

W hi le in t he s hado ws t his

enem y canno t su ff er

W hen t he par ty tra ve ls this enem y

is no t discarded

ldquoTe bats o f S ylvania are vile noisome

abominations s preadersof disease

scarcely better than rats with win gsrdquo

1 I N F L I C T

R E T R E A T

C r e a t u r e

G i a n t B

a t

I

0 1

W h i l e i n t h e s h

a d o w s t h i s

e n e m y c a n n

o t s u ff e r

W h e n t h e p a r t

y t r a v e l s t h

i s e n e m y

i s n o t d i s c a r

d e d

ldquo Te ba t so f S y l v

a n ia a re v i le no i s

o me

a bo m i na t io n

s s p reade r s o

f d i sea se

sca rce l y be t te

r t ha n ra t s w

i t h w i n g s rdquo

ldquoGiant Batsrdquo Enemy Set

Quest Icon

Enemy DeckWhen creating an enemydeck a quest sheet willinstruct the party to includea combination of specificenemies and open enemies

When a deck includes

a specific enemy add acomplete set for that enemyto the deckmdashan enemy setcontains two standard enemies and one elite enemyall with the same name For example if a quest sheetinstructs a party to add ldquoGiant Batsrdquo to the enemy deckall three ldquoGiant Batsrdquo cards are added

For open enemies the party randomly adds thespecified number of enemies some standard andsome elite that are the same tier as the quest sheet (seeldquoTiersrdquo on page 10)

Location DeckWhen creating a location deck a quest sheet willinstruct the party to include a number of openlocations oen including one specific location Ifa quest sheet instructs the party to include openlocations the party adds random locations that arethe same tier as the current quest sheet (see ldquoTiersrdquo opage 10)

Dungeon Deck

When creating a dungeon deck a quest sheet willinstruct the party to include a number of open dungeocards e party randomly includes the specifiednumber of dungeon cards and places the remainingdungeon cards in the game box as they will not be useduring the quest

Gear DeckWhen creating a gear deck a quest sheet will instructthe party to include a number of open gear cards eparty randomly includes the specified number of gearcards and places the remaining gear cards in the gamebox as they will not be used during the quest

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 12: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1216LEARN TO PLAY

COMPLETING A Q UEST

Each quest sheet describes how the party completesthe quest When the party resolves the ldquoVictoryrdquo orldquoDefeatrdquo condition presented on the front side ofthe quest sheet the party resolves the ldquoRewardrdquo orldquoPenaltyrdquo section described on the back side of thequest sheet as instructed e party always proceeds to

the next quest of the campaign regardless of the questrsquosoutcome (see ldquoCampaign Playrdquo on page 13)

GEAR

Gear represents helpful items that heroes can findduring a quest Aer equipping a gear card a herocan use its effects by following the instructions on thecard ere are three gear types armour weapon andaccessory

Gear Acquisition

Each time the active hero draws a dungeoncard that contains a treasure icon he eitherdraws one gear card from the top of the geardeck or takes one gear card of his choicefrom the gear discard pile Aer claiminga gear card the active hero can equip it ordiscard it To equip a gear card a hero placesit faceup in his play area Aer a gear card is equipped itseffect is available for use

Gear RestrictionsWhen equipping gear a hero must obey the followingrestrictions

C APACITY

For the first quest of a campaign each hero can equiponly one gear card If a hero draws a card from the geardeck and already has a gear card equipped he discardsone of his choice and equips the other

Between quests a hero can increase his gear capacitywhich allows him to equip more gear cards (seeldquoSettlement Stagerdquo on page 13)

LIMITATIONS

Aer a hero increases his gear capacity so he canequip more gear he is limited to equipping one pieceof armour up to two weapons and any number ofaccessories

Treasure Icon

SMALL P ARTIES

When playing a game with fewer than four heroesthere are a number of additional rules to compensatefor not having a full party

Health ModifiersEach hero card contains a hero icon

During setup each hero uses the herocard that has a number of icons matchingthe number of heroes in the party

Extra ActivationsDepending upon the number of heroes present duringthe game some heroes may activate more than onceduring each hero phase

bull Four Heroes Each hero activates once during eachero phase

bull ree Heroes e party leader activates twiceduring each hero phasemdashhe is the first and lastto activate

bull Two Heroes Each hero activates twicealternating turns

Solo Play When playing Warhammer Quest e Adventure Card

Game with one player that player controls two heroesand uses the health modifier and extra activation rulesas if he were playing a two-player game

Hero Icon

S TOP

Players are ready to play the first quest of thecampaign To set up the quest take the ldquoA FoulStenchrdquo quest sheet and follow the initial andquest setup instructions on pages 2 and 3 of theRules Reference

If any gameplay questions or issues arise during

this quest players should consult the appropriatesection of the Rules Reference Aer completingthe quest players can read ldquoCampaign Playrdquoon page 13 of this booklet to continue theiradventure

2

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 13: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1316

W HAT NOW

Now players know all the rules necessary to playa campaign of Warhammer Quest e Adventure

Card Game Players can use the Rules Referenceto set up each game and to seek answers for anyquestions that may arise while playing

LEARN TO PL

C AMPAIGN PLAY

Warhammer Quest e Adventure Card Game includesthe ldquoAn Uneasy Alliancerdquo campaign which consists offive quests that heroes play in a specific order Betweenquests there is a settlement stage in which the heroesupgrade their basic actions and obtain gear to helpthem combat the increasing challenge of the campaign

Additionally the outcome of each quest can alter eachsubsequent quest in various ways

Campaign Poole campaign pool consists of cards that are addedto a quest during setup in addition to those found onthe quest sheet e campaign pool changes based onthe outcome and events that occurred during previousquests e ldquoRewardrdquo and ldquoPenaltyrdquo sections on eachquest sheet describe which cards if any are added tothe campaign pool When creating decks during questsetup cards from the campaign pool are added to theirrespective decks as follows

bull All nemeses in the campaign pool are shuffl ed intothe enemy deck

bull One random dungeon card is removed fromthe dungeon deck for each dungeon card in thecampaign pool en all dungeon cards in thecampaign pool are added to the dungeon deck

bull All ldquoLegendary Fortunerdquo cards in the campaignpool are shuffl ed into the gear deck

Campaign Log Page 15 of this Learn to Play booklet contains acampaign log Heroes can use the campaign log torecord information about the state of the campaignbetween play sessions e campaign log includes textboxes for players to record which heroes are in theparty the gear they have claimed their gear capacityand the actions they have upgraded ere are also textboxes for heroes to track the outcome of each questand the contents of the campaign pool

Legendary GearEach hero has three hero-specific legendary gear cards

rough quest rewards heroes can earn ldquoLegendaryFortunerdquo gear cards that are added to the campaignpool When a hero claims a ldquoLegendary Fortunerdquocard from the gear deck he places that card back inthe campaign pool and randomly claims one of hislegendary gear cards

Settlement Stagee settlement stage occurs aer a party completes aquest During the settlement stage heroes earn questrewards suffer quest penalties and prepare for the nexquest of the campaign

To resolve the settlement stage the party followsthese steps

1 Earn RewardsSuffer Penalties e party resolveither the ldquoRewardrdquo or ldquoPenaltyrdquo section of thequest sheet as instructed

2 Upgrade Each hero visits the trainer blacksmithor arena to upgrade an action card his gear or hisgear capacity (see ldquoSettlement Actionsrdquo below)

3 Refresh Each hero recovers all wounds readies allaction cards and flips all depleted gear cards faceu

All cards added to the quest from the campaign

pool (except defeated nemeses) are returned tothe campaign pool Any remaining cards andcomponents are returned to their respectivesupplies

SETTLEMENT A CTIONS

During the settlement stage each hero can perform twof the following three actions

bull Visit Trainer When a hero visits a trainer heexchanges a basic action of his choice with itscorresponding advanced action

bull Visit Blacksmith When a hero visits theblacksmith he draws two gear cards from the geadeck chooses one of them to equip and discardsthe other

bull Visit Arena When a hero visits the arena heincreases his gear capacity by one which he markon the campaign log

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 14: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1416LEARN TO PLAY

Delve QuestsWarhammer Quest e Adventure Card Game includesthe ldquoLost in the Darkrdquo delve quest for players who areseeking an additional challenge aer they have completeda campaign A delve quest is not part of a campaignRather it is a stand-alone quest that provides players withaccelerated campaign-like progression

During ldquoInitial Setuprdquo players may choose to play adelve quest instead of a campaign Like campaignsdelve quests use quest sheets Each quest sheet that canbe used for a delve quest has the ldquoDelve Questrdquo traitinstead of a campaign name and quest number esedelve quest sheets do not have tiers As such eachdelve quest sheet specifically describes how to createthe decks Additionally each quest sheet describes howplayers upgrade their gear capacity and actions Allother quest setup rules quest rules and peril effectsfunction as normal

CreditsGame Design Adam Sadler and Brady Sadler

Additional Game Design Justin Kemppainen

Content and Development Daniel Lovat Clark ToddMichlitsch and Jason Walden

Producer Jason Walden

Technical Writing Adam Baker

Proofreading Allan Kennedy

Graphic Design Taylor Ingvarsson Evan Simonet MonicaSkupa and WiL Springer

Managing Graphic Designer Brian Schomburg

Cover Art Diego Gisbert Llorens

Hero Art Ilich Henriquez

Interior Art Jacob Atienza Helge Balzer Alberto BontempiJB Casacop Ilich Henriquez Toni Justamante Jacobs JasonJuta Ameen Naksewee Michael Rookard Alexandru SaboAlyn Spiller Dallas Williams and the Games WorkshopDesign Studio

Art Direction Jon TaillonManaging Art Director Andy Christensen

FFG Licensing Coordinator Amanda Greenhart

Quality Assurance Coordinator Zach Tewalthomas

Production Management Megan Duehn and Simone Elliott

Production Coordination John Britton Jason Glawe andJohanna Whiting

Board Game Manager Steven Kimball

Executive Producer Michael Hurley

Executive Game Designer Corey Konieczka

Publisher Christian T Petersen

Playtesters Brad Andres Samuel Bailey Jake Bolton JordanBolton Shaun Boyke Max Brooke Ashley Butcher ByronCampbell Andy Christensen David Clegg Lachlan Conley

Jodie Davaz Olivier de Ridder Juan Diego de Maya GironesMichael Domrose John Donahue Sean Dorcy Tony DuLacRichard Edwards Dan Felder Jesse Gilhula Caleb GraceTrent Howell Benjamin Hoyt Will Hoyt Tim HuckelberyLillian Kemppainen Kate Kemppainen Alex Kerezman MaLarson Eric McGuire James Meier Jon New Jason PounsetChad Reverman Artem Safarov Robert Sandler Will SebleBonnie Soohoo Martin Steinsland Luke Stirling Zach

Tewalthomas James Voelker Chad Weeks and Zach Yanzer

Special thanks to Games Workshop and all of our

excellent beta testers

Warhammer Quest e Adventure Card Game copy Copyright Games Workshop

Limited 2015 Warhammer Quest the Warhammer Quest logo GW Games

Workshop Warhammer e Game of Fantasy Battles the twin-tailed comet

logo and all associated logos illustrations images names creatures races

vehicles locations weapons characters and the distinctive likeness thereof a

either reg or TM andor copy Games Workshop Limited variably registered aroun

the world and used under license is edition published under license to

Fantasy Flight Publishing Inc Fantasy Flight Supply is a t rademark of Fantas

Flight Publishing Inc Fantasy Flight Games and the FFG logo are registered

trademarks of Fantasy Flight Publishing Inc All rights reserved to their

respective owners No part of this product may be reproduced without specifi

permission Fantasy Flight Games is located at 1995 West County Road B2

Roseville Minnesota 55113 USA 651-639-1905 Actual components may va

from those shown Made in China THIS PRODUCT IS NOT A TOY NOT

INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER

4

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 15: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1516LEARN TO PL

Quest 1 A Foul Stench

Quest 2 Tracing the Toxicant

Settlement Phase

Settlement Phase

Settlement Phase

Settlement Phase

Win Lose Clea

Campaign Pool

Quest Log An Uneasy Alliance

Heroes

Win Lose Clea

Campaign Pool

Quest 3 In Pursuit Win Lose Clea Campaign Pool

Quest 4 Firepower Win Lose Clea Campaign Pool

Quest 5 Waaagh Win Lose Campaign Pool

Hero Name

Gear

Capacity

Attack

Explore

Rest

Aid

Advanced Actions

Hero Name

GearAttack

Explore

Rest

Aid

Advanced Actions

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Hero Name

GearAttack

Explore

Rest

Aid

Advanced A

Capacity

Permission granted to photocopy for personal use only copy Games Workshop Limited 2015 Campaign log also available for download at wwwFantasyFlightGamesco

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE

Page 16: Warhammer Quest - Learn to Play

7232019 Warhammer Quest - Learn to Play

httpslidepdfcomreaderfullwarhammer-quest-learn-to-play 1616

A CTIONS

Each time a hero activates he resolves one of thefollowing four actions

Explore Each adds 1 progress tothe active location

Rest Each allows the active hero torecover 1

Aid Each produces 1 for thetargeted hero

Attack Each applies 1 to thetargeted enemy

PHASES

Each game round contains four phases that heroesresolve in the following order

1 Hero Phase

2 Enemy Phase

3 Location Phase

4 Peril Phase

ENEMY K EYWORDS

Most keywords are defined directly on the enemycards where they preside with the exception ofthose listed here

bull Inflict e hero engaged with the enemy whois resolving the keyword suffers a number of equal to that enemyrsquos attack value If the enemis in the shadows the active hero suffers the

bull Advance e enemy resolving the keyword

engages the active hero

bull Retreat e enemy resolving the keyword isplaced in the shadows

SETTLEMENT A CTIONS

During the settlement stage each hero resolves twoof the following settlement actions

bull Visit the Trainer e hero replaces oneaction of his choice with the advanced version of that action To distinguish themfrom the basic versions the advanced actioncards have the ldquoAdvancedrdquo trait displayed atthe bottom of the card

bull Visit the Blacksmith e hero draws twocards from the gear deck He may choose onto equip and discards the other

bull Visit the Arena e hero increases the limiton the amount of gear he can equip by onemarking this on the campaign log

Q UICK R EFERENCE