Warhammer Quest: The Adventure Card Game

An card game of epic dungeon exploration.

Though saddled with an overly long and clunky name, shoe-horned into a licenced theme, and Frankensteined together from mechanics borrowed from other FGG games, WQ:TACG (sigh) is still a fun dungeoncrawling card game that’s also enjoyable when played solo. Players are already crying out for more cards and more scenarios, and I think we can all safely assume FFG with happily drop more tidbits into our craning mouths like a mother bird feeding her starving chicks. (Update: not in this case; soon after release the licencing agreement between FFG and GW ended and the game disappeared, to be re-released several years later as Heroes of Terrinoth, which also didn’t see any expansions).

Choose an action for your character (hello Space Hulk Death Angel: The Card Game!), roll some dice, explore, rest, aid or attack, move on to a new location (hi there The Lord of The Rings: The Card Game!) … am I sounding a little jaded? Well, maybe. It’s a good game, I just don’t know if it will be lovingly taken down from the shelf for years to come with that thrill of anticipation that characterizes a wonderful game. But more positively, there is a real sense of party cooperation, the artwork is excellent, and the decisions are meaningful. The game sets out to provide and dungeoncrawling experience in a card game and within that narrow framework, it does it well.

Update Log

Date Version Changelog
Apr 2016 1.1 Added FAQ points to summary and reworded section on equipping gear
Apr 2016 1 Original release

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