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A plea for the return of Warhammer Quest  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
Should GW make a specialist release of Warhammer Quest?
Yes, as soon as possible
Yes, but there is a lot of other old stuff I want to see available first
Maybe... I dont really care
No, it belongs in the back of the cupboard with the original Nagash sculpt

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Made in gb
[ADMIN]
Decrepit Dakkanaut






London, UK

If there is one game that I would love to see come out of specialist games more than anything else it would be warhammer quest. Since it has always been compatible with the entire range of WHFB miniatures, every time a new army comes out I think of how great they would look crawling around in a dungeon - especially the new Vampire Counts. I wish GW would offer a downloadable set of rules and printable board tiles so that we could print off our own copies. A scenery pack with some of the doors (even resin ones from forge world or third party suppliers) would be fantastic too. It is not like there is not a market for it... I noticed that an unopened WH quest is up to $177.50 on ebay right now which is crazy considering how bad some of the miniatures in the box set were (although you did get a hundred or so, so I guess it is like BFSP in a way). I still beat myself up over the time I said 'no thanks' to a friend offering me his whole box set for £10 :(

I thought I would just run a poll to see how much interest there is in warhammer quest here on dakka, and to see if anybody actually still plays it out there.
Edit: Anybody have any cool stories of Warhammer Quest games/experiences to share from the past too?

p.s. I know that there are some downloads out there for the rulebook and floor tile sets but it is against dakka's policy to discuss things directly leading to infringement of GW's copyright so please dont link to them or mention them!

This message was edited 1 time. Last update was at 2008/03/14 23:34:55


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Made in us
40kenthus






Yoor Speeshawl too Gawd!

Warhammer Q@uest was one of the best games they made. They should have bought this game backn instead of Gorka Morka

Only now do I realize how much I prefer Pete Haines' "misprints" to Gav Thorpe's "brainfarts." :Abadabadoobaddon 
   
Made in gb
Deadshot Weapon Moderati





UK

legoburner wrote:Maybe... I dont really care


This should be a mandatory option in every poll ever.

I voted for the second option.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I think it would be cool.

   
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Gargantuan Gargant





New Bedford, MA USA

I think this is something Fantasy Flight Games should jump all over.

   
Made in us
Scarred Ultramarine Tyrannic War Veteran






Maple Valley, Washington, Holy Terra

I had great times playing this back when it was being supported in WD, when I was in high school.

I sprung it on my current gaming group, and it completely flopped. The whole party got wiped out and no one wanted to play it ever again. :cry cry: As a result, I am forced to vote for the cupboard/Nagash option. :cry cry:

"Calgar hates Tyranids."

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Made in ca
Decrepit Dakkanaut





This was a pretty good game, pure dungeon crawling, but it really broke down at the upper level and some of the weapons were really off. The best Warrior expansion for it was the Chaos Warrior - a party full of those was hilarious. I recently went back to it and re-wrote it using the Bloodbowl rules, which I think makes it more fluid, challenging, and scale-able.
   
Made in us
Regular Dakkanaut




iowa

if fantasy flight updates it to use modern mechanics, then by all means bring it back.much like they did with fury of dracula. but if its just a reprint like the last talisman, then forget about it. besides, i would rather just play Descent right now.

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[MOD]
Madrak Ironhide







Why not just convert 4e DnD to it? I never played it
originally so I wouldn't know.

Is Descent a good proxy?

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Tilter at Windmills






Manchester, NH

Descent's a really good game, but has pretty complex mechanics and can be extremely time-consuming until and unless all the players have the rules down.

It also has some issues with difficulty scaling.

WH Quest was a lot of fun in part due to its simplicity. I played it a bit but I'm not sure it was a significant improvement (except in components) over Advanced Heroquest, which I had similar fun with as a teenager, and which also lent itself to easy use of just about an fantasy figure you wanted to incorporate.

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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

A year or so back I decided that I wanted to play WQ again and went on eBay and basically bought everything they ever made for the game (except the Imperial Noble and Brettonian Knight).

It's a fantastic game that would be great to republish.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Deadshot Weapon Moderati





UK

I liked the Imperial Noble. The Wardancer was also great I thought.
   
Made in us
[MOD]
Madrak Ironhide







So how did this game work/play?

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Made in us
Scarred Ultramarine Tyrannic War Veteran






Maple Valley, Washington, Holy Terra

The Imperial Noble was my favorite. I basically converted my old WHQ character into a Mordheim Captain so I could keep the magic going.

In answer to you question, Malfred, it worked more or less like this. Your average WHQ party is composed of 4 characters. You have three decks of cards. One deck (the dungeon deck) has pictures of the board pieces on the cards. One deck has "encounters" (usually monsters, but sometimes traps or other things), and one has treasures.

You draw a dungeon card to see what room you start in, and attach plastic doorways in the appropriate places. As you enter a new room, you draw an additional dungeon card.

The light from the lantern (usually carried by the Barbarian) extends into adjacent rooms, but no farther. Characters who are in the dark get lost (and die, basically), so the party has to stay together.

Every turn the Wizard (or someone else, if there isn't a wizard) rolls 2D6, their "power dice" to see how much magic juice they can use to power spells that turn. If they roll doubles, you have to draw an encounter card!

Combat was handled in a similar fashion to Warhammer FB or Mordheim, with a few differences. One of the biggest difference is that most things had more Wounds than they do in the larger-scale battle/skirmish games. My Battle Level 3 Imperial Noble mentioned above, I see from looking at his character sheet, had 17 Wounds. I was a simple enough matter to convert creatures from WHFB to WHQ. Groups of monsters attempted to attack each member of the party with the same number of monsters; they weren't able to gang up on the wizard, though with intelligent model placement (in a corner) you could avoid getting swamped.

Succefully defeating an encounter netted a Treasure card, which was assigned to a character by the team leader (usually the Barbarian). You couldn't give someone two treasures until everyone had gotten one though, so things were more-or-less fair.

If you survived that long, you eventually drew the big boss room, which had extra fancy scenery and big baddy determined by the scenario you rolled at the beginning of the dungeon crawl.

Afterwards, it was back to town for booze, tattoos, and shopping! Yee haw!

Damn, now I wish I could change my vote. That sounds like fun!

"Calgar hates Tyranids."

Your #1 Fan  
   
Made in us
Executing Exarch





Los Angeles

The game was a lot of fun, but it did eventually break down if you took a close enough look at the system and how it worked. One thing that was really rough about it though was that character mortality was very very high. After the first few games we played, we stopped giving our characters names so much as numbers. I think if I go dig up our old warhammer quest box I can find character sheets for "Phoenix VII" who out lived all his party members due to having something like 4 different saves and the character sheet for "Phoenix XXIII" (or was it Phoenix XXVI) who was the last character I played.

Every turn the Wizard (or someone else, if there isn't a wizard) rolls 2D6, their "power dice" to see how much magic juice they can use to power spells that turn. If they roll doubles, you have to draw an encounter card!


Actually the wizard rolled 1d6 and an encounter happened any time a 1 was rolled...which happens to be very often. Playing with the 2d6 method would not only have given the wizard a serious boost, but also made random encounters much fewer and farther between. Probably not a bad idea. But since I was usually playing the wizard, I was very very familiar with the "Roll a 1" phase (the real game term was Power Phase).

In the end, the biggest issues with the game were that death was very prominent and a bit too harsh when some of the party died and others didn't. The game also relied very heavily on the wizard and whatever healing spell he got. If you got a bad healing spell, the party was doomed from the beginning. If you got a good one (healing hands) the party could be well neigh invincible.

**** Phoenix ****

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Made in us
[MOD]
Madrak Ironhide







So the scaling was all wrong in favor of developing
a quick fasty play DM-less game?

Interesting.

Packs of monsters...how were they placed?

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Made in us
Executing Exarch





Los Angeles

malfred wrote:Packs of monsters...how were they placed?


Meele monsters were placed in base to base contact with party members. Each partymember would get 1 monster before anyone was assigned 2 (and 2 before anyone got 3) so long as it was possible. If it got to the point where one monster could hit one of several party members (who all had equal numbers of monsters on them) then it was random. Ranged monsters showed up as far down unexplored areas as possible (board tiles are not set up till you expose them so it was never very far) and shot at you from there, again spreading shots out evenly.

**** Phoenix ****

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Made in gb
[ADMIN]
Decrepit Dakkanaut






London, UK

It was all good fun and games until your first card comes out as 2 minotaurs

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Made in us
[MOD]
Madrak Ironhide







Phoenix wrote:
malfred wrote:Packs of monsters...how were they placed?


Meele monsters were placed in base to base contact with party members. Each partymember would get 1 monster before anyone was assigned 2 (and 2 before anyone got 3) so long as it was possible. If it got to the point where one monster could hit one of several party members (who all had equal numbers of monsters on them) then it was random. Ranged monsters showed up as far down unexplored areas as possible (board tiles are not set up till you expose them so it was never very far) and shot at you from there, again spreading shots out evenly.


Fascinating aggro system.

Too bad blizzard went the board-Runebound route instead of the
tactical table route with their boardgame. I think they'd have come
up with something really nifty for a dungeon based game.

Suddenly that dumb CMG doesn't seem so hideous...

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[DCM]
Gun Mage






New Hampshire, USA

I voted no, despite the fact that I loved Warhammer Quest. In fact I owned it back when it was called "Hero Quest" before they were sued by Sierra On-line.

However Descent has eclipsed the game on all levels, and the new expansion for Descent "A Road to Legend" which comes out this month is almost too cool to fully fathom.

The great thing about Fantasy Flight is that they put the full rules for their games up on the web.

Here's the rules for the upcoming "Road to Legend"

http://www.fantasyflightgames.com/PDF/drtl_rulebook.pdf

It addresses some of the issues Ragnar mentioned, by breaking the game up into smaller playable chunks that can be easly stored and picked up later to continue the overall campaign.

Really cool stuff. If you loved WQ, you NEED to check out Descent.


 
   
Made in ca
Deathwing Terminator with Assault Cannon






I agree with Russ. Descent is better than either Adv Heroquest or Warhammer Quest were. There's really no need to duplicate it again.
   
Made in us
[MOD]
Madrak Ironhide







Don't you still need a dungeon master for Descent (Haven't
looked at the rules yet)

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Made in ca
Deathwing Terminator with Assault Cannon






You need an Overlord. The Overlord's role is different than that of a Dungeon Master. They're just another player, but with slightly different roles and mechanics. They're still out to 'win' though, unlike a D&D Dungeon Master and they still have to obey all the game mechanics.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran






Maple Valley, Washington, Holy Terra

RussWakelin wrote:I voted no, despite the fact that I loved Warhammer Quest. In fact I owned it back when it was called "Hero Quest" before they were sued by Sierra On-line.


Actually, I believe that the suing (if any) went in the other direction. Sierra changed the name of their "Hero Quest" series series to "Quest For Glory," IIRC.

"Calgar hates Tyranids."

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Made in us
[DCM]
Gun Mage






New Hampshire, USA

Asmodai wrote:You need an Overlord. The Overlord's role is different than that of a Dungeon Master. They're just another player, but with slightly different roles and mechanics. They're still out to 'win' though, unlike a D&D Dungeon Master and they still have to obey all the game mechanics.


Right, Decent is really a 2-5 player game, where up to 4 players are heros and the other player is the Overlord. Unlike a DM, whose job is to provide a fun and balanced adventure, the job of the Overlord is to kick the crap out of the heros. Within his defined set of rules of operation of course. It is actually quite a tactical game from both sides.

The hero players job is to work togeather to defeat the overlord player. So its a team against one guy thing.

In Road to legend, it gets more interesting as the Overlord actually gets an 'avatar' or character himself. i.e. You basically get to play a Sauron type character, or a mighty balrog, or whatever.

Road to legend also adds outdoor adventures and a world map. The heros try to become powerful enough to take out the overlord in his lair, while the overlord dispatches minions to burn cities, cause trouble, and achieve his overall evil plan.

It's crazy cool.

Pariah: You know, now that you mention it I may have got that backwards. As a fan of both sets of games (both Hero Quest and the Siera "Quest" serries) I just remember thinking it was kinda petty.

This sounds like a great game for a future episode of D6G. I'll have to talk to the lads about that...

 
   
Made in us
[MOD]
Madrak Ironhide







Does anyone know what the basic dungeon tile distribution
was in the original WQ set?

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"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Stacks of straight corridors (2X8 I think), a coulpe of right-angle corners, about four T-junctions. There were about 6 4X4 rooms, and then a few 4X10 (or something like that) main dungeon rooms.

The expansion packs added more to that (like a 1X8 bridge that made life very difficult.


Mortality of characters was a problem, but that's what made it so much fun. We actually did do a couple of games in a row where no one died, but most of the time it'd be one encounter that did us in. We once ran into a Tomb Guardian, and spent the next 10 or so turns fighting off his regenerating ass. He himself did little damage, the problem was that when you're stuck in a room for 10 turns, the '1' on the Power Dice comes up a few times, and you have to fight off other things.

But we did so well because our party leader was a Troll Slayer, and he could carve up a Minotaur in a single hit with all the equipment he found.


The best times though were the 'rooms of death', where you'd innocently roll a 1, and then proceed to draw every damned trap in the game, and almost every trap ends with 'draw another encounter card'. This can go on for quite some time. I remember we once had virtually every trap, 6 Goblin Spearmen and 6 Goblin Archers, 6 Orc Warriors, a stack of Snotlings, Bats, spike traps, pit falls, darts and who knows what else arrive on the same 2X8 corridor. The Wizard healing us was overworked that time...

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

yes, it was Milton Bradley who did the suing. They released a Hero Quest computer game in 1991 and needed the trademark.

http://www.the-underdogs.info/game.php?name=Hero+Quest

some guys made a new one. "ooooo".

http://www.the-underdogs.info/game.php?id=4948

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Made in us
Longtime Dakkanaut




Long Beach, CA

what is warhammer quest?

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in ca
Decrepit Dakkanaut





Warhammer Quest is: http://www.boardgamegeek.com/game/1634
   
 
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