Games Workshop released a new board game version of Warhammer Quest in May 2016. After many years of the original 1995 Quest game being an expensive collectors item, this was very exciting news as the brand name carries great weight and expectation. Set in the Age of Sigmar world, which is future version of the old fantasy world, this revised game sees 6 heroes in the core box entering the Silver Tower to take on the chaos tainted Tzeentch.
The gameplay has seen a lot of changes over the original version, but remains a relatively simple affair with some nice choices, your hero player card has dice spots that you roll and fill each round, and then use these to activate certain actions, lower numbers rolled can be used to move, explore, heal and use a basic fight skill, while higher rolls are needed for special weapons or abilities. It has some cross over feel with the Claustrophobia game. There is also a pool of destiny dice you roll at the start of each turn, and can tap into but these are shared across your party, so you need to use them co-operatively and wisely. The tower itself will be explored using exploration cards, pretty similar to the original game, but there is new book of encounters that will be read out during your adventure to provide a more engaging storyline. Monster abilities are printed in the rulebook, and here i would have preferred cards to lay out for easier reference. The tower tiles are bright, colourful and look unique compared to other dungeon crawl games, and this helps establish the new setting, but traditionalists may prefer the older mirky fantasy dungeon style. One of the welcome features is that there is still some randomness to the room order, and the game remains totally co-operative, and also scales for the number of heroes, a major new development to be able to play with fewer heroes.
Warhammer Quest is a modelling product, and the 51 included models are exceptionally good, but if you do not like building them and painting, then this is probably not the best game for you. Leaving them as grey plastic really misses out on the visual treat, which is a part of this overall game experience and product value, and with perseverance it will eventually make a lovely set to own. Some of my models are shown below :
Overall this game looks bright and shiny, with its own character, and it is certainly not just a re-print of the old game, but feels like a proper new edition, and is somewhat quicker to play with a distinct and fun dice mechanic. Whilst it did lose points on the original for having little real character levelling and no outside events between quests, i love the re-invention of the game, it is a wonderful product which welcomed me back into the Games Workshop world of gaming.
Whilst Games Workshop seemed to quickly move onto their next core game, Shadows over Hammerhal, there were some expansion additions you could make to your game (my additions highlighted green = own, blue = part owned, red = not purchased) :
A pack of 44 large sized hero cards, allowing the use of a range of new heroes within the Silver Tower which may lean you towards buying new miniatures to add to your game. It was arguably the single most important game addition given how much it enabled you to change and create your games.
A box containing four hero champions that found themselves subject to the Gaunt Summoner’s ever-shifting domain – Tzeentch Sorcerer Lord , Khorne Bloodbound Slaughterpriest , Stormcast Eternals Knight-Venator , Fyreslayers Auric Runemaster.
A box containing 5 new hero characters with an emphasis on wielding arcane powers – Chaos Sorceror Lord , Skink Starpriest , Dark Elf Sorceress , Skaven Grey Seer , Stormcast Knight Heraldor.
A promo additional character card given as a preorder bonus from Games Workshop webstore.
White Dwarf Magazine
Two special edition White Dwarf magazines were dedicated to Silver Tower and included background articles and painting guides plus rules to add the Lord of Plagues.