WARHAMMER QUEST: SILVER TOWER


After 20 years, Warhammer Quest returns, adjusted to the Age of Sigmar environment. For those who are not familiar with these boardgames, Warhammer Quest belongs to the 2D/3D rpg with figures category.

Two to Four players join forces to defeat Gaunt Summoner. Through eight trials the players must search for the fragments of once powerful amulet. When they acquired enough they can summon the Tower’s demonic master in a final confrontation.


CONTENT
A 40 pages Guidebook

A 40 page Adventure book

13 double-sided board tiles

36 skills and treasure cards

40 Exploration cards

6 Character cards

Various tokens and dice


51 figures








Througout the Mortal Realms of the legends of the Silver Tower are told, a disparate band of champions both good and evil find themselves fighting through the ever-shifting domain of the nine Gaunt Summoners of Tzeentch. Some of these champions work together; others fight only for themselves.



SETTING UP
1. The Rune
Whoever wishes to be the first to enter the Silver Tower becomes the rune-marked player- give them the Rune of Tzeentch. The rune will change hands later.










2. Heroes
Staring with the runemarked player and going clockwise, each player chooses one of the six hero cards and places it in front of them, along with its miniature, Each player then chooses one of the coloured renown markers. A player that chooses the Exclelsior Warpriest also takes the Gryph-hound's card and miniature, while the Fyreslayer Doomseeker's player takes the Fyreslayer rune.






3. Fate Board
Put the fate board where the players can reach it. Put each player's renown marker on the circular track, on the space marked with a circle.








4. Dice
Put the five purple destiny dice next to the fate board. Each player them takes the four hero dice are the same colour as their renown marker. Put any remaining dice to one side- they can be used by any player during the game.







5. Cards
Shuffle the treasure and skills decks, and put each on its space on the fate board. Put the exploration cards to one side for now. If you discard a treasure or skill card duringthe game, return it to the bottom of its deck. 







6. Chambers
The double-sided board sections are referred to as chambers. Each chamber is divided into spaces, each of which can hold a single miniature. Some chambers have black-bordered spaces, representing obstructions which heroes cannot move or see through (these are also marked in red on the exploration cards). Chambers also have one or more exits, each marked with a swirling vortex.Exits count as a break in the chamber's wall. Once two chambers are joined together by their exits, both spaces making up the exit in one chamber are considered to be adjacent to both spaces that make up the exit in the other. Put the the chambers to one side for now.


7. Portals
Set the portals aside with the chambers. You will be told when to set them up. Portals do not block miniatures' movement from seeing each other. If the rules tell you to set up a miniature at a portal, set it up as close to it as possible.









8. Ingress
Find the ingress chamber and set it up in the centre of the table. the runemarked player sets up their hero next to its exit, then each other player (going clockwise around the table) sets up their hero anywhere in the chamber.







9. Adventure Book
Give the adventure book to whoever is most comfortable reading aloud. Do not open it until instructed. It is mostly taken up with numbered passages wich you will be instructed to read. When this happens, read the passage aloud, follow any instructions that you are given and then close the adventure book.





10. It begins
The player with the adventure book reads 'Starting a Trial' on the first page aloud.    




ROUND AND PHASES

A Game of Warhammer Quest Silver Tower plays out across a number of rounds each of which follows the same pattern of four phases: the Destiny Phase, the Hero Phase, The Adversary Phase and the End Phase. When the last phase is over, a new round begins.



ROUND SEQUENCE

1) Destiny Phase: Roll Destiny Dice, discard duplicates, resolve consequences.

2) Hero Phase: Each player takes a turn. The runemarked player goes first.

3) Adversary Phase: Runemarked player activates adversary groups.

4) End Phase: Pass rune to the left, then distant chambers vanish.

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