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Warhammer Quest: The Adventure Card Game

Warhammer Quest: The Adventure Card Game Rulebook

Table of Contents

Table of Contents

    • Using This Booklet
    • Components
    • Tutorial
    • Playing the Game
      • Hero Activation
      • Performing Actions
        • Gathering Dice
      • Rolling Dice
      • Enemy Attacks
      • Applying Successes
      • Hero Activation Example
      • Facedown Enemies
      • Enemy Activation
        • Choosing an Enemy
      • Resolving Enemy Effects
      • Sharing Information
      • Location Effects
      • End of Round
    • Additional Basic Rules
      • Wounds
        • Suffering Wounds
        • Recovering Wounds
        • Defeated
      • Dungeon Cards
        • Items
        • Events
      • Conditions
      • Success Tokens
    • Advanced Rules
      • Quests
        • Quest Sheets
        • Quest Rules
      • Sequence of Play
      • Spawning Enemies
      • Location Phase
        • Location Effects
        • Travelling
        • Spawning
      • Resilience
      • Tiers
      • Peril Phase
      • A Challenging Adventure
      • Engagement Limit
      • Nemesis
        • Nemesis Setup
        • Nemesis Lair
        • Nemesis Effects
      • Deck Setup
        • Quest Icon
        • Enemy Deck
        • Location Deck
        • Dungeon Deck
        • Gear Deck
      • Completing a Quest
      • Gear
        • Gear Acquisition
        • Gear Restrictions
      • Small Parties
        • Health Modifiers
        • Extra Activations
        • Solo Play
    • Campaign Play
      • Settlement Stage
      • Campaign Pool
      • Campaign Log
      • Legendary Gear
      • Settlement Actions
      • What Now?
    • Delve Quests
    • Quick Reference
      • Actions
      • Phases
      • Enemy Keywords
      • Settlement Actions
    • Credits
  • Rules Reference
    • Using This Rules Reference
      • Golden Rules
      • Terminology
    • Initial Setup
    • Quest Setup
    • Glossary
      • Actions
      • Activation
      • Active Hero
      • Active Location
      • Advance
      • Advanced Actions
      • Aid Action
      • Attacks
      • Basic Actions
      • Bleeding
      • Campaign
      • Campaign Log
      • Campaign Pool
      • Claiming Components
      • Component Limitations
      • Conditions
      • Converting Dice
      • Defeated
      • Delve Quests
      • Depleted Cards
      • Discarding
      • Distributing
      • Dungeon Cards
      • Effect Bar
      • Effects
      • Elite Enemies
      • Empowered
      • Enemies
      • Enemy Phase
      • Enemy Priority
      • Engaging
      • Events
      • Exhausting Cards
      • Explore Action
      • Facedown Enemy
      • Game Round
      • Gear
      • Health Value
      • Hero
      • Hero Phase
      • Inflict
      • Items
      • Keywords
      • Location Phase
      • Locations
      • Nemeses
      • Nemesis Lair
      • Nemeses
      • Open Cards
      • Optional Effects
      • Party Leader
      • Peril
      • Peril Phase
      • Play Area
      • Prepare Icon
      • Progress
      • Quests
      • Quest Setup
      • Quest Sheet
      • Quest Stage
      • Ranged Attack
      • Rank
      • Readying Cards
      • Recovering Wounds
      • Resilience
      • Rest Action
      • Retreat
      • Round
      • Settlement Actions
      • Settlement Stage
      • Sickened
      • Spawning Enemies
      • Success Tokens
      • Tiers
      • Timing Conflicts
      • Travelling
      • Treasure Icon
      • Winning and Losing
      • Wounds
      • Zones
    • Dice Icons

Using This Booklet

This Learn to Play Booklet is written with the sole purpose of teaching new players how to play Warhammer Quest: The Adventure Card Game. For this reason, this booklet omits many rules exceptions and card interactions.

In addition to this booklet, this game includes a Rules Reference that handles questions and special exceptions that are not answered in this booklet.

Components

  • 1 Rules Reference
  • 6 Quest Sheets (double-sided)
  • 1 Peril Token
  • 6 Dice (3 hero, 3 enemy)
  • 1 Party Leader Token
  • 12 Hero Cards (4 heroes, 3 cards per hero)
  • 12 Legendary Gear Cards
  • 50 Enemy Cards
  • 20 Success Tokens
  • 26 Location Cards
  • 9 Progress Tokens (double-sided)
  • 32 Action Cards (4 heroes, 8 cards per hero)
  • 12 Condition Cards (3 types, 4 cards per type)
  • 38 Dungeon Cards
  • 45 Wound Tokens (double-sided)
  • 33 Gear Cards

Tutorial

The easiest way to learn the rules for Warhammer Quest: The Adventure Card Game is to play the tutorial. After learning the gameplay basics found in the first part of this document, players can set up the tutorial by following the steps below. After completing the tutorial, players can learn the advanced rules found later in this document. Then, players are ready to play the campaign.

  1. Create Dungeon Deck: Remove the two "Locked Gold Chest" cards, the "Warpstone" card, and the "Cannon" card and return them to the game box; they will not be used for the tutorial. Then, shuffle the remaining dungeon cards to form the dungeon deck and place it facedown in the play area in reach of all players.

  2. Choose Heroes: Each player chooses one of the four available heroes: Dwarf Ironbreaker, Wood Elf Waywatcher, Warrior Priest, or Bright Wizard. Each player takes the matching hero card with the lowest number in the lower-right corner and that hero's four basic action cards, which are identified on the bottom of each card. If playing with only one player, that player controls two heroes and takes the hero and action cards of both heroes.

  3. Place Location Card: Place the "Throng of Webs" location card faceup in the play area where all players can see it. This is the location that players will explore during this tutorial.

  4. Place Enemies: Search the enemy cards for two grey "Rat Swarm" cards, two grey "Night Goblin Archer" cards, and two grey "Giant Wolf" cards. Shuffle these cards and randomly deal one faceup in front of each hero and two facedown to the centre of the play area where all players can reach them. Return all enemy cards that were not dealt to the game box.

  5. Create Supply: Separate the wound tokens, success tokens, and progress tokens, placing them in supply piles in reach of all players. Also, place all dice and condition cards in the play area.

  6. Choose Party Leader: Players choose one player to be the party leader. That player receives the party leader token and takes the first turn when the game begins.

An enemy in play is either engaged with a hero or in the shadows. An enemy that is in a hero's play area is engaged with that hero. An enemy in the centre of the play area is not engaged with any hero and is in the shadows. This tutorial begins with one enemy engaged with each hero and two enemies facedown in the shadows.

Playing the Game

Warhammer Quest: The Adventure Card Game is played over a series of game rounds. During a game round, each hero activates, each enemy activates, and then the party resolves a location effect.

Hero Activation

At the start of each game round, beginning with the party leader and proceeding clockwise, each hero takes a turn activating. When a hero activates, he performs an action.

One of each hero's action cards contains a prepare icon. After the active hero performs an action that has a prepare icon, he readies each of his action cards (including the card with the prepare icon) so they will be available for the next round. Certain game effects allow or force heroes to exhaust action cards, but those effects cannot cause the card with the prepare icon to exhaust.

After choosing an action card, the active hero resolves the effects listed on that card from top to bottom.

Performing Actions

Each hero has four action cards, one for each of the following action types: Aid, Rest, Explore, Attack.

To perform an action, a hero chooses and exhausts one of his readied action cards.

The main effect of each action card is its action, which appears in bolded small caps. To resolve an action, the active hero gathers and rolls dice.

Gathering Dice

The active hero gathers one white die for each die icon that appears after an action's name.

Then, the active hero gathers one black die for each readied enemy with which he is engaged.

Rolling Dice

After gathering dice, the active hero rolls them and resolves each die icon as follows:

  • Success (☆): For each success, the active hero applies one success to his action. Successes have unique effects based on which action the hero is performing (see "Applying Successes" below).
  • Critical Success (★): For each critical success, the active hero applies one success to his action and then rerolls the die. A hero can use success tokens from the supply to track each success before he rerolls the die.
  • Defence (shield): For each defence icon, the active hero reduces the number of wounds he suffers during the current action by one (see "Suffering Wounds" below).
  • Attack (sword): For each attack icon, one readied enemy that is engaged with the active hero attacks (see "Enemy Attacks" below).
  • Nemesis (skull): For this tutorial, nemesis die icons have no effect and are ignored.

Enemy Attacks

Each attack icon causes one enemy engaged with the active hero to attack, and each enemy can attack only once per action.

If there are more enemies engaged with the active hero than attack icons rolled, some enemies will not attack during this action. Enemies with higher attack values are prioritized as attackers before enemies with lower attack values.

When resolving attack icons, the active hero totals the attack values from all attacking enemies and suffers that many wounds (see "Suffering Wounds" below), reducing the total number of wounds suffered by one for each shield icon.

Applying Successes

When a hero performs an action, his successes are applied to that action as follows:

  • Explore: The explore action allows a hero to progress through a location and discover useful items. When performing an explore action, the active hero places one progress token on the "Throng of Webs" location card for each success.
  • Rest: The rest action allows a hero to recover wounds. When performing a rest action, the active hero recovers one wound for each success (see "Wounds" below).
  • Aid: The aid action allows a hero to boost another hero's future action. Before performing an aid action, the active hero chooses another hero (not himself) to aid. Then, for each success, the chosen hero claims one success token, placing it on one of his action cards. Each action card can contain up to two success tokens, which a hero can use later when performing that action (see "Success Tokens" below).
  • Attack: The attack action allows a hero to fight an enemy, often allowing that hero to engage additional enemies. Before performing an attack action, the active hero determines the target of the attack by choosing one enemy with which he is engaged. The chosen enemy suffers one wound for each success (see "Wounds" below). If an attack action uses the phrase "Ranged Attack," a hero can target any enemy, including one with which he is not engaged, such as an enemy engaged with another hero or in the shadows. Some attack actions also allow a hero to target more than one enemy. When targeting more than one enemy, the active hero assigns wounds among the enemies as he chooses.

Hero Activation Example

  1. When the Ironbreaker activates, he chooses the "Inexorable Advance" action card. After choosing to not use the first effect (which would allow him to engage other enemies), he performs an attack.
  2. His attack allows him to target the two enemies engaged with him: the Giant Wolf and the Rat Swarm. He rolls two white dice for his action and two black dice, one for each enemy engaged with him.
  3. The one attack icon causes the enemy with the highest attack value to attack, which is the Giant Wolf. It has an attack value of "2." The defence icon reduces the amount of wounds suffered by one. The Ironbreaker suffers 1 wound, placing a wound token on his hero card.
  4. Since the Ironbreaker is attacking, he applies his one success icon to one of his targets; in this case, he chooses the Rat Swarm. The Rat Swarm suffers 1 wound, and a wound token is placed on its card.

Facedown Enemies

Facedown enemies are treated in the same fashion as faceup enemies, but the information on their cards is hidden. A facedown enemy is flipped faceup in the following ways:

  • When an effect causes it to suffer wounds
  • After it is engaged
  • Before it is activated (see "Enemy Activation" below)

Faceup enemies, whether or not they were facedown before, cannot be flipped facedown.

Enemy Activation

After all heroes have activated, they take turns activating enemies. Starting with the party leader and proceeding clockwise, each hero activates one readied enemy. Heroes continue taking turns until all enemies in play are exhausted.

Choosing an Enemy

When choosing an enemy to activate, the active hero must first choose a readied enemy with which he is engaged, if possible. If he is not engaged with any enemies, or if all enemies with which he is engaged are exhausted, he activates a readied enemy in the shadows. If there are no readied enemies engaged with him or in the shadows, he skips his turn, and the next hero in clockwise order activates an enemy.

Resolving Enemy Effects

Each enemy card has an effect bar that contains one or more keywords, which are abbreviations for specific game effects.

After choosing an enemy, a hero resolves the keywords on his chosen enemy's effect bar from left to right. Each keyword affects the hero who is resolving it.

There are three basic keywords that appear on many enemy cards, which heroes resolve as follows:

  • Advance: The enemy engages the hero activating it. If the enemy is already engaged with that hero, the effect is ignored.
  • Retreat: The enemy is placed faceup in the shadows. If the enemy is already in the shadows, the effect is ignored.
  • Inflict: The hero engaged with the enemy suffers a number of wounds equal to the enemy's attack value (see "Suffering Wounds" below). If the enemy is in the shadows, the hero activating it suffers these wounds.

In addition to these basic keywords, many enemies have unique keywords such as "Lacerate" or "Prey." The effects for these keywords are described on the enemy card.

After resolving an enemy's effect bar, the enemy is exhausted. After all enemies are exhausted, the party readies each enemy.

Sharing Information

Warhammer Quest: The Adventure Card Game is a cooperative game. As such, the party can freely discuss strategies and share information. A player can look at any cards in any other player's play area at any time.

Location Effects

After completing all hero and enemy activations, the party resolves any location effects. Each location has a unique location effect printed on its card. For this tutorial, the party resolves the "Throng of Webs" location effect by having the party leader exhaust one of his action cards that does not contain the prepare icon. If all of his action cards without prepare icons are exhausted, the effect is ignored.

Each location has an exploration value printed on its card. During this tutorial, when the amount of progress on the card is equal to that location's exploration value and all enemies are defeated, the tutorial ends and the party wins.

Note: There are one or more spawn values in the lower-left corner of each location card. Heroes ignore those values during this tutorial.

End of Round

At the end of every game round, the party leader passes the party leader token to the hero to his left. That hero begins the next round by activating.

Additional Basic Rules

This section provides players with additional rules needed to play the tutorial.

Wounds

Wounds are represented by wound tokens. Each side of a wound token has a value on it, either "1" or "3." These values indicate the number of wounds the token represents.

Suffering Wounds

Each hero and enemy card contains a health value. If the value of wound tokens on a hero's or enemy's card meets or exceeds the health value on that card, that hero or enemy is defeated (see below).

Each time a hero or enemy suffers a wound, a wound token is placed on that hero's or enemy's card.

Recovering Wounds

Each time a hero or enemy recovers a wound, a wound token with the appropriate value is removed from that hero's or enemy's card and placed in the supply.

Defeated

When a hero is defeated, the tutorial ends immediately. During a normal game, a defeated hero is eliminated from the quest but returns during the settlement stage (see "Campaign Play" below).

When an enemy is defeated, that enemy and any wound tokens on it are discarded.

Dungeon Cards

After exploring, heroes draw and resolve one dungeon card from the dungeon deck. There are two types of dungeon cards: items and events.

Items

Items are objects that heroes find while exploring a location. Most items provide the heroes with helpful, single-use effects. When a hero draws an item, he places it in his play area and can use it by following its instructions.

Events

Events are either helpful or harmful occurrences. When a hero draws an event, he must immediately read and resolve the instructions on the card. Then, he places that card in the dungeon discard pile.

Note: Treasure icons appear in the lower-left corner of some dungeon cards. Heroes ignore those icons during this tutorial.

Conditions

There are three conditions, each of which applies an ongoing effect to a hero: empowered, bleeding, and sickened. When a hero receives a condition, he places the corresponding condition card in his play area.

Each condition card describes what that condition does and how it is removed. A hero cannot have more than one copy of the same condition card at the same time.

Success Tokens

When a hero claims a success token, such as from an aid action, he places it on one of his action cards (with a limit of two per card).

Before a hero rolls dice, he may choose to spend any number of success tokens from his chosen action card. Each success token he spends in this way is placed in the play area and is treated as one success. Spent success tokens are returned to the supply after each action.


STOP! Players are ready to play the Warhammer Quest: The Adventure Card Game tutorial. The party wins the tutorial if all enemies are defeated and there are at least seven progress tokens on the "Throng of Webs" location card. If any hero is defeated, the party loses the tutorial.

After completing the tutorial, players can read the "Advanced Rules" section, which describes how to play an entire quest.

Advanced Rules

After playing the tutorial, players have a basic understanding of how to resolve hero and enemy actions. This section provides players with advanced rules needed to complete the first quest of the campaign.

Quests

Warhammer Quest: The Adventure Card Game includes five quests that players play in succession to form the "An Uneasy Alliance" campaign. This game also includes the "Lost in the Dark" delve quest.

Quest Sheets

Each quest has a corresponding quest sheet that provides heroes with the rules necessary to set up and play a quest. Each sheet has two sides. One side contains setup information, story text, and consequences (rewards and penalties) for winning or losing the quest. The party will reference this side before and after each quest. The other side of the quest sheet contains quest rules, victory and defeat conditions, a peril track, and peril effects (see "Peril Phase" below). The party will use this side of the quest sheet while playing the game.

Quest Rules

Each quest has special rules presented in a quest rules box above the peril track. It is very important for the party to read these rules before beginning a quest.

Sequence of Play

As mentioned during the tutorial, Warhammer Quest: The Adventure Card Game is played over a series of game rounds. These rounds consist of four phases, which the party resolves in the following order:

  1. Hero Phase: Each hero activates as described in the tutorial.
  2. Enemy Phase: Each enemy activates as described in the tutorial.
  3. Location Phase: The party may travel to a new location and must resolve any applicable location effects (see "Location Phase" below).
  4. Peril Phase: The party increases peril and applies any applicable peril effects (see "Peril Phase" below).

Spawning Enemies

Various game effects require the party to spawn enemies. Enemies are always spawned one at a time, beginning with the party leader and proceeding clockwise. To spawn an enemy, a hero draws an enemy card from the enemy deck and places it faceup in the play area so he is engaged with it.

Location Phase

During this phase, the party must resolve any applicable location effects and may travel to a new location. Then, the party proceeds to the peril phase (see "Peril Phase" below).

Location Effects

Each location card has a location effect. During the location phase, the party reads the location effect and resolves it, if necessary. Not all location effects are resolved each game round.

Travelling

When the amount of progress on a location card is equal to that location's exploration value, that location is fully explored. During the location phase, if a location is fully explored, the party may choose to travel to a new location.

When the party travels, the previous location card and any progress tokens on it are discarded. Additionally, all non-nemesis enemy cards in the shadows are discarded (see "Nemesis" below). Then, the party leader draws a new location card from the location deck, places it faceup in the play area, and spawns enemies.

Spawning

When revealing a new location after travelling, the party must spawn enemies according to the spawn values on the location card. Each location card has two spawn values, the spawn value on a red background indicates how many enemies are spawned following the normal spawn rules (see "Spawning Enemies" above). The spawn value on the black background indicates how many enemies are spawned facedown in the shadows.

Normal Spawn — At the end of the location phase, the highest-ranked enemy with the "Inflict" keyword activates and readies.

Shadow Spawn — Enemies spawned facedown in the shadows.

Resilience

Some enemy cards have a resilience value. Each time an enemy with a resilience value would suffer wounds from an attack action, that enemy ignores a number of wounds equal to its resilience value. For example, if an enemy has a resilience value of "2" and it would suffer three wounds, it suffers one wound instead. Any effect that causes an enemy to directly suffer wounds ignores an enemy's resilience value.

Tiers

Enemy cards, location cards, and quest sheets exist within a tier that is presented on that component. The primary function of a tier is to determine, during setup, which enemies and locations can be included in which quests.

Peril Phase

During the peril phase, the party increases peril by moving the peril token one space to the right on the peril track.

After increasing peril, the party resolves any peril effects that match the colour of the space on the peril track where the peril token is placed. If the peril token is placed on a space on the peril track that is not coloured green, blue, or red, no peril effect is resolved that phase.

If the peril token reaches the end of the track, each time peril would increase, it remains in the same space. However, any corresponding effects are still resolved.

A Challenging Adventure

Warhammer Quest: The Adventure Card Game is a cooperative game that is tuned at a high difficulty to offer players a wealth of replayability. It is common for new players to lose a few quests as they are learning the game and developing their skills, especially when playing with fewer than four heroes. Winning relies upon players not only equipping and building their party wisely, but also working together to optimally overcome each obstacle.

Engagement Limit

A hero cannot be engaged with more than three enemies at the same time. If a hero is engaged with three enemies and an effect forces a hero to become engaged with another enemy, that hero suffers a number of wounds equal to that enemy's attack value and that enemy is placed faceup in the shadows.

Nemesis

Each quest contains a nemesis, which is a unique and powerful enemy. Each nemesis is distinguished by a quest icon located in the upper-left corner of the card, and these enemies are not shuffled into the enemy deck.

Nemesis Setup

The "Enemies" section on each quest sheet describes where a nemesis is placed during setup (see "Enemy Deck" below).

Nemesis Lair

Some quest sheets instruct the party to place the nemesis in the nemesis lair, which is a play area near the quest sheet. Heroes cannot target a nemesis in the nemesis lair unless the quest sheet specifies otherwise.

Nemesis Effects

Each nemesis has a nemesis effect located at the bottom of its card. When rolling dice during an action, after other icons are resolved, the party must resolve each nemesis effect if one or more nemesis icons are produced. These effects are resolved if a nemesis is engaged with a hero, faceup in the shadows, or in the nemesis lair. Each nemesis effect is only resolved once, even if a roll produces multiple nemesis icons.

Deck Setup

Each quest comprises an enemy deck, a location deck, a dungeon deck, and a gear deck. The party must create these decks during quest setup (see "Quest Setup" in the Rules Reference). The back side of each quest sheet details how to create each deck; some cards in those decks are shuffled randomly while other cards are specifically included.

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

Quest Icon

Similar to nemeses, there are a number of location, dungeon, and gear cards that display the quest icon in the upper-left corner of the card. These cards are not shuffled into their respective decks unless specified by the quest sheet or if present in the campaign pool (see "Campaign Pool" below).

Enemy Deck

When creating an enemy deck, a quest sheet will instruct the party to include a combination of specific enemies and open enemies.

When a deck includes a specific enemy, add a complete set for that enemy to the deck—an enemy set contains two standard enemies and one elite enemy, all with the same name. For example, if a quest sheet instructs a party to add "Giant Bats" to the enemy deck, all three "Giant Bats" cards are added.

For open enemies, the party randomly adds the specified number of enemies, some standard and some elite, that are the same tier as the quest sheet (see "Tiers" above).

Location Deck

When creating a location deck, a quest sheet will instruct the party to include a number of open locations, often including one specific location. If a quest sheet instructs the party to include open locations, the party adds random locations that are the same tier as the current quest sheet (see "Tiers" above).

Dungeon Deck

When creating a dungeon deck, a quest sheet will instruct the party to include a number of open dungeon cards. The party randomly includes the specified number of dungeon cards and places the remaining dungeon cards in the game box as they will not be used during the quest.

Gear Deck

When creating a gear deck, a quest sheet will instruct the party to include a number of open gear cards. The party randomly includes the specified number of gear cards and places the remaining gear cards in the game box as they will not be used during the quest.

Completing a Quest

Each quest sheet describes how the party completes the quest. When the party resolves the "Victory" or "Defeat" condition presented on the front side of the quest sheet, the party resolves the "Reward" or "Penalty" section described on the back side of the quest sheet as instructed. The party always proceeds to the next quest of the campaign, regardless of the quest's outcome (see "Campaign Play" below).

Gear

Gear represents helpful items that heroes can find during a quest. After equipping a gear card, a hero can use its effects by following the instructions on the card. There are three gear types: armour, weapon, and accessory.

Gear Acquisition

Each time the active hero draws a dungeon card that contains a treasure icon, he either draws one gear card from the top of the gear deck or takes one gear card of his choice from the gear discard pile. After claiming a gear card, the active hero can equip it or discard it. To equip a gear card, a hero places it faceup in his play area. After a gear card is equipped, its effect is available for use.

Gear Restrictions

When equipping gear, a hero must obey the following restrictions:

Capacity

For the first quest of a campaign, each hero can equip only one gear card. If a hero draws a card from the gear deck and already has a gear card equipped, he discards one of his choice and equips the other.

Between quests, a hero can increase his gear capacity, which allows him to equip more gear cards (see "Settlement Stage" below).

Limitations

After a hero increases his gear capacity so he can equip more gear, he is limited to equipping one piece of armour, up to two weapons, and any number of accessories.

Small Parties

When playing a game with fewer than four heroes, there are a number of additional rules to compensate for not having a full party.

Health Modifiers

Each hero card contains a hero icon. During setup, each hero uses the hero card that has a number of icons matching the number of heroes in the party.

Extra Activations

Depending upon the number of heroes present during the game, some heroes may activate more than once during each hero phase:

  • Four Heroes: Each hero activates once during each hero phase.
  • Three Heroes: The party leader activates twice during each hero phase—he is the first and last to activate.
  • Two Heroes: Each hero activates twice, alternating turns.

Solo Play

When playing Warhammer Quest: The Adventure Card Game with one player, that player controls two heroes and uses the health modifier and extra activation rules as if he were playing a two-player game.


STOP! Players are ready to play the first quest of the campaign. To set up the quest, take the "A Foul Stench" quest sheet and follow the initial and quest setup instructions in the Rules Reference.

If any gameplay questions or issues arise during this quest, players should consult the appropriate section of the Rules Reference. After completing the quest, players can read "Campaign Play" below to continue their adventure.

Campaign Play

Warhammer Quest: The Adventure Card Game includes the "An Uneasy Alliance" campaign, which consists of five quests that heroes play in a specific order. Between quests, there is a settlement stage in which the heroes upgrade their basic actions and obtain gear to help them combat the increasing challenge of the campaign. Additionally, the outcome of each quest can alter each subsequent quest in various ways.

Settlement Stage

The settlement stage occurs after a party completes a quest. During the settlement stage, heroes earn quest rewards, suffer quest penalties, and prepare for the next quest of the campaign.

To resolve the settlement stage, the party follows these steps:

  1. Earn Rewards/Suffer Penalties: The party resolves either the "Reward" or "Penalty" section of the quest sheet as instructed.
  2. Upgrade: Each hero visits the trainer, blacksmith, or arena to upgrade an action card, his gear, or his gear capacity (see "Settlement Actions" below).
  3. Refresh: Each hero recovers all wounds, readies all action cards, and flips all depleted gear cards faceup.

Campaign Pool

The campaign pool consists of cards that are added to a quest during setup in addition to those found on the quest sheet. The campaign pool changes, based on the outcome and events that occurred during previous quests. The "Reward" and "Penalty" sections on each quest sheet describe which cards, if any, are added to the campaign pool. When creating decks during quest setup, cards from the campaign pool are added to their respective decks as follows:

  • All nemeses in the campaign pool are shuffled into the enemy deck.
  • One random dungeon card is removed from the dungeon deck for each dungeon card in the campaign pool. Then, all dungeon cards in the campaign pool are added to the dungeon deck.
  • All "Legendary Fortune" cards in the campaign pool are shuffled into the gear deck.

All cards added to the quest from the campaign pool (except defeated nemeses) are returned to the campaign pool. Any remaining cards and components are returned to their respective supplies.

Campaign Log

The Learn to Play booklet's campaign log page allows heroes to record information about the state of the campaign between play sessions. The campaign log includes text boxes for players to record which heroes are in the party, the gear they have claimed, their gear capacity, and the actions they have upgraded. There are also text boxes for heroes to track the outcome of each quest and the contents of the campaign pool.

Legendary Gear

Each hero has three hero-specific legendary gear cards. Through quest rewards, heroes can earn "Legendary Fortune" gear cards that are added to the campaign pool. When a hero claims a "Legendary Fortune" card from the gear deck, he places that card back in the campaign pool and randomly claims one of his legendary gear cards.

Settlement Actions

During the settlement stage, each hero can perform two of the following three actions:

  • Visit Trainer: When a hero visits a trainer, he exchanges a basic action of his choice with its corresponding advanced action.
  • Visit Blacksmith: When a hero visits the blacksmith, he draws two gear cards from the gear deck, chooses one of them to equip, and discards the other.
  • Visit Arena: When a hero visits the arena, he increases his gear capacity by one, which he marks on the campaign log.

What Now?

Now players know all the rules necessary to play a campaign of Warhammer Quest: The Adventure Card Game. Players can use the Rules Reference to set up each game and to seek answers for any questions that may arise while playing.

Delve Quests

Warhammer Quest: The Adventure Card Game includes the "Lost in the Dark" delve quest for players who are seeking an additional challenge after they have completed a campaign. A delve quest is not part of a campaign. Rather, it is a stand-alone quest that provides players with accelerated, campaign-like progression.

During "Initial Setup," players may choose to play a delve quest instead of a campaign. Like campaigns, delve quests use quest sheets. Each quest sheet that can be used for a delve quest has the "Delve Quest" trait instead of a campaign name and quest number. These delve quest sheets do not have tiers. As such, each delve quest sheet specifically describes how to create the decks. Additionally, each quest sheet describes how players upgrade their gear capacity and actions. All other quest setup rules, quest rules, and peril effects function as normal.

Quick Reference

Actions

Each time a hero activates, he resolves one of the following four actions:

  • Explore: Each success adds 1 progress to the active location.
  • Rest: Each success allows the active hero to recover 1 wound.
  • Aid: Each success produces 1 success token for the targeted hero.
  • Attack: Each success applies 1 wound to the targeted enemy.

Phases

Each game round contains four phases that heroes resolve in the following order:

  1. Hero Phase
  2. Enemy Phase
  3. Location Phase
  4. Peril Phase

Enemy Keywords

Most keywords are defined directly on the enemy cards where they preside, with the exception of those listed here:

  • Inflict: The hero engaged with the enemy who is resolving the keyword suffers a number of wounds equal to that enemy's attack value. If the enemy is in the shadows, the active hero suffers the wounds.
  • Advance: The enemy resolving the keyword engages the active hero.
  • Retreat: The enemy resolving the keyword is placed in the shadows.

Settlement Actions

During the settlement stage, each hero resolves two of the following settlement actions:

  • Visit the Trainer: The hero replaces one action of his choice with the advanced version of that action. To distinguish them from the basic versions, the advanced action cards have the "Advanced" trait displayed at the bottom of the card.
  • Visit the Blacksmith: The hero draws two cards from the gear deck. He may choose one to equip and discards the other.
  • Visit the Arena: The hero increases the limit on the amount of gear he can equip by one, marking this on the campaign log.

Credits

Game Design: Adam Sadler and Brady Sadler Additional Game Design: Justin Kemppainen Content and Development: Daniel Lovat Clark, Todd Michlitsch, and Jason Walden Producer: Jason Walden Technical Writing: Adam Baker Cover Art: Diego Gisbert Llorens Hero Art: Ilich Henriquez Executive Game Designer: Corey Konieczka Publisher: Christian T. Petersen

Warhammer Quest: The Adventure Card Game © Copyright Games Workshop Limited 2015. Warhammer Quest, the Warhammer Quest logo, GW, Games Workshop, Warhammer, The 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, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under license. This edition published under license to Fantasy Flight Publishing, Inc.

Rules Reference

This Rules Reference does not teach players how to play Warhammer Quest: The Adventure Card Game. It is recommended that players first read the Learn to Play booklet and play the tutorial, then use this Rules Reference as needed when playing the game.

Using This Rules Reference

This document is the definitive source for all Warhammer Quest: The Adventure Card Game rules. The majority of this Rules Reference is the glossary, which provides players with detailed rules and clarifications listed in alphabetical order by topic.

Unlike the Learn to Play booklet, this Rules Reference addresses complex and unusual gameplay situations.

Golden Rules

The golden rules are fundamental game concepts on which all other game rules are built.

  • The Rules Reference is the definitive source for all rules information. If something in this document contradicts information from the Learn to Play booklet, this Rules Reference takes precedence.
  • Card effects and quest sheet rules override rules described in this Rules Reference, and quest sheet rules override card effects.
  • If a card or quest uses the word "cannot," that effect is absolute and cannot be overridden by other game effects.
  • During the game, players control heroes. A player makes all game decisions and manipulates all game components for the heroes he controls.
  • When a game effect could apply to multiple heroes, such as if the effect applies to the hero with the most wounds and two heroes are tied for the most wounds, the players decide which hero the effect is applied to.

Terminology

  • When an effect uses the word "may," that effect is optional.
  • The term "party" refers to the collective group of heroes that are controlled by the players.

Quest Icon — Any cards that contain the quest icon are set aside before creating decks for a quest. Cards with the quest icon are only added to the game when an effect specifies.

Initial Setup

Before starting the first quest of a Warhammer Quest: The Adventure Card Game campaign or a delve quest, players follow these steps:

I. Choose Campaign or Delve Quest: Players collectively decide which campaign or delve quest they wish to play and, if they choose a campaign, take its corresponding campaign log. The campaign for the core game is "An Uneasy Alliance," and its campaign log is on page 15 of the Learn to Play booklet.

II. Choose Heroes: Each player chooses one of the four available heroes: Dwarf Ironbreaker, Wood Elf Waywatcher, Warrior Priest, or Bright Wizard. If playing with only one player, that player chooses and controls two heroes.

III. Gather Hero Components: Each player takes the hero cards, action cards, and legendary gear cards that correspond to his chosen hero. Each player uses the hero card that has a number of hero icons equal to the number of heroes present in the campaign. All other hero components, including advanced actions and legendary gear, are set aside for now.

Quest Setup

To set up a game of Warhammer Quest: The Adventure Card Game, players follow these steps:

  1. Place Hero Components: Each player places his hero card, his four current action cards, and any gear cards he has faceup in his play area.

    Note: If this is the first quest in the campaign, the hero will only have his four basic actions, shown on the bottom of the card, and no gear cards.

  2. Create Supply: Separate the wound tokens, success tokens, and progress tokens and place them in supply piles in reach of all players. Also, place the condition cards, separated by type, and all dice in the play area.

  3. Create Decks: Take the quest sheet of the quest to be played. For a campaign, take the appropriate quest according to the campaign log. For a delve quest, take a quest with the "Delve Quest" trait. Then, create the enemy deck, location deck, gear deck, and dungeon deck according to the setup instructions on the back of that quest sheet (see "Deck Setup" above). Then, place these decks in the play area.

    Note: Cards with the quest icon are not added to any decks unless specified by the quest.

  4. Set Peril: Place the peril token on the starting space on the peril track—the starting space has a blank centre instead of a skull icon.

  5. Choose Party Leader: Choose one player to be the party leader. That player receives the party leader token and will take the first turn when the game begins.

  6. Reveal Starting Location: Reveal the top location from the location deck and spawn enemies according to that card.

Glossary

This section lists all the gameplay terms and rules for Warhammer Quest: The Adventure Card Game in alphabetical order. Each entry describes basic rules first, followed by a series of complexities or exceptions relevant to the topic.

Actions

When a hero activates, he performs one action. Each hero's available actions are explore, rest, aid, and attack.

  • A hero is required to perform an action during his activation.
  • An action is the primary effect of each action card, and the action's name appears in bolded small caps.
  • If a game effect occurs before or after an action, that effect is resolved in relation to the action effect on the action card.
  • A hero can perform an action that requires a target, even if there are no targets available, such as an attack with no enemies present or an aid if all other heroes are defeated. If this happens, success icons have no effect.
  • After a hero performs an action that has a prepare icon, he readies all four of his action cards.

Related Topics: Aid Action, Attacks, Explore Action, Rest Action

Steps of an Action

  1. Choose Action: The hero chooses and exhausts one action card from among his readied action cards. Then, he performs that action.
  2. Spend Success Tokens: The hero may spend any number of success tokens from his chosen action card. The active hero places each spent success token in his play area. Each of these tokens applies +1 success.
  3. Roll Dice: The hero simultaneously rolls one hero die for each die icon presented on his chosen action card and one enemy die for each readied enemy in his engagement zone.
  4. Reroll Dice: A hero resolves any effects that reroll hero or enemy dice. Each critical success icon is rerolled during this step. This can cause multiple rerolls if critical success icons are continually produced. In addition to causing a reroll, each critical success icon applies +1 success, which a player can track by using a success token from the supply before rerolling the die.
  5. Apply Modifiers: Apply any effects that add or remove icons, such as from gear or enemy effects.
  6. Apply Results: The hero resolves the dice icons in the following order:
    • Success: Each success applies an effect that corresponds to the action performed.
    • Attack/Defence: For each attack icon, one enemy attacks. The attack value of each attacking enemy is added together to create the total enemy attack value, which is subtracted by the number of defence icons. The difference is the number of wounds the active hero suffers.
    • Nemesis: If a roll produces at least one nemesis icon, all nemesis effects found on nemesis cards are resolved. This includes nemesis cards in the shadow zone, any engagement zone, or the nemesis lair. Each nemesis effect is resolved once per action, even if more than one nemesis icon is produced.

Activation

During each game round, each hero activates during the hero phase, and each enemy activates during the enemy phase.

  • When a hero activates, he chooses one of his action cards and performs each effect on that card from top to bottom.
  • When an enemy is activated, each keyword on its effect bar is resolved from left to right.

Related Topics: Actions, Effect Bar, Enemy Phase, Hero Phase

Active Hero

Numerous game rules and effects refer to the "active hero."

  • During the hero phase, the active hero is the hero who is currently resolving his activation.
  • During the enemy phase, the active hero is the hero who is currently resolving an enemy activation.
  • Each time an effect on an enemy card uses or implies the word "you," it is referring to the active hero.
  • When a game effect targets the active hero and there is no active hero, that game effect targets the party leader instead.

Related Topics: Enemy Phase, Hero Phase

Active Location

The active location is the revealed location that the party is exploring.

Related Topics: Location Phase

Advance

"Advance" is a keyword that is printed on the effect bar of many enemy cards.

  • During the enemy phase, when an enemy's "Advance" effect is resolved, that enemy is placed in the active hero's engagement zone.

Related Topics: Enemy Phase, Engagement Zone, Effect Bar, Keywords

Advanced Actions

See Basic Actions.

Aid Action

The aid action allows a hero to assist another hero's future actions. Before rolling dice during this action, the active hero must choose another hero; this is the target hero. For each success, the target hero claims one success token.

  • The target hero can place any claimed success token on one or more of his action cards; however, each action card cannot have more than two success tokens on it.
  • A hero cannot target himself with an aid action.
  • A hero can perform an aid action when there are no targets, such as if all other heroes are defeated. If this happens, success icons have no effect.

Related Topics: Actions, Success Tokens

Attacks

Both heroes and enemies attack to cause wounds to each other.

Hero Attack Action

The attack action allows a hero to attack an enemy. First, he chooses one enemy in his engagement zone to attack; this is the target enemy. For each success, the target enemy suffers one wound.

  • Some effects allow a hero to target more than one enemy during an attack. If this happens, all targets must be chosen simultaneously.
  • A ranged attack allows a hero to target an enemy in the shadow zone or another hero's engagement zone.
    • If a ranged attack allows a hero to target more than one enemy, these enemies do not have to be in the same zone.
  • If a hero defeats one or more enemies in his engagement zone while performing an attack action, the attacks from those enemies triggered by attack icons still apply.
    • If a nemesis is defeated during an attack it still resolves its nemesis effect if the icon is produced.

Enemy Attacks

Enemy attacks can occur each time a hero performs an action in which there are one or more enemies in his engagement zone.

  • When performing an action, each attack result causes one enemy in the active hero's engagement zone to attack. Each enemy can only attack once per action.
  • If there are fewer attack results than there are enemies in the active hero's engagement zone, some enemies will not attack during this action. Enemies with higher attack values must be prioritized as attackers before enemies with lower attack values. Enemies always apply the maximum number of wounds when resolving attack icons.
  • The attack value of each attacking enemy is added together to create the total enemy attack value, which is subtracted by the number of defence icons produced during the roll. The difference is the number of wounds the active hero suffers.

Related Topics: Actions, Enemies, Engaging, Hero Phase, Nemeses, Nemesis Lair, Ranged Attack, Wounds, Zones

Basic Actions

Each hero starts the campaign with his four basic actions, which are distinguished by the "Basic" trait shown at the bottom of each card.

  • During the settlement stage, a hero may visit the trainer. This allows him to replace one action of his choice with the advanced version of that action. The advanced action cards have the "Advanced" trait to distinguish them from the basic versions.

Related Topics: Actions, Aid Action, Attacks, Explore Action, Quests, Rest Action, Settlement Stage

Bleeding

See Conditions.

Campaign

A campaign spans five quests that players can play in one long game session or spread throughout several game sessions. During a campaign, each hero's power increases as he acquires gear and effects necessary to overcome the growing challenges of each quest.

  • Each quest of the campaign has both a "Victory" and a "Defeat" section presented on its corresponding quest sheet. These sections describe how the quest is completed.
  • Each quest of the campaign has a "Reward" section and a "Penalty" section presented on its quest sheet. These sections describe any rewards or penalties the party receives for completing a quest and indicates which cards, if any, are added to the campaign pool.
  • Each quest of a campaign is divided into two stages: the quest stage and settlement stage.
    • The quest stage is the primary stage of the game in which heroes resolve a quest.
    • The settlement stage occurs between quests and is when heroes perform settlement actions and prepare for the next quest.
  • Delve quests are not played during a campaign.

Related Topics: Campaign Pool, Quests, Quest Sheet

Campaign Log

The campaign log is found on the back of the Learn to Play booklet and provides boxes where players can record their campaign information between game sessions.

Related Topics: Campaign

Campaign Pool

The campaign pool is a set of unique cards that can transfer from one quest of the campaign to another, based on results of previous quests. The cards in the campaign pool help create a unique narrative for each campaign.

  • The "Reward" and "Penalty" sections on the back side of each quest sheet list which cards, if any, are added to the campaign pool after that specific condition for that quest is met.
  • When setting up a quest during a campaign, cards from the campaign pool are added to their respective decks as follows:
    • Each nemesis in the campaign pool is shuffled into the enemy deck.
    • One random dungeon card is removed from the dungeon deck for each dungeon card in the campaign pool. All dungeon cards in the campaign pool are shuffled into the dungeon deck.
    • Each "Legendary Fortune" card in the campaign pool is shuffled into the gear deck.
  • At the end of the settlement stage, if there are any campaign pool cards remaining in any decks, these cards are returned to the campaign pool.
  • Players always know which cards are present in the campaign pool; a player can look at the campaign pool cards between quests.

Related Topics: Campaign, Quest Sheet, Settlement Stage

Claiming Components

When a hero claims a component, he takes that component from its current location and places it in his play area.

Related Topics: Dungeon Cards, Gear, Success Tokens

Component Limitations

There are situations in which players need to use more components than the game provides. If this happens, the following rules apply:

  • Tokens are not limited. If players do not have enough of any token type, they can use a suitable replacement, such as a coin.
  • Dice are not limited. If players need to roll more dice than the game provides, they can record the current result, reroll the needed dice, and combine the results. This is not a "reroll."

Related Topics: Success Tokens, Wounds

Conditions

Conditions are ongoing effects that heroes can receive. Each condition has a corresponding condition card that describes the effect of that condition.

  • When a hero receives a condition, he claims the corresponding condition card.
  • Each condition card describes how the condition is removed. When a condition is removed, the corresponding condition card is discarded and returned to the supply.
  • A hero cannot have more than one copy of the same condition at the same time. For example, if a hero who is already sickened would become sickened again, he ignores the effect.
  • Enemies cannot receive conditions.

Related Topics: Effects

Converting Dice

Some effects convert one die icon into another. When resolving one of these effects, the previous icon is treated as if it did not exist and is replaced by the new icon.

  • Heroes resolve these effects during the "Apply Modifiers" step of an action.
  • After a die icon is converted, the new icon can be converted again by other effects.

Related Topics: Actions

Defeated

When a hero or enemy has suffered wounds equal to its health value, it is defeated.

  • If a hero or enemy is defeated during its activation, it resolves the remainder of its activation.

Defeated Hero

  • When a hero is defeated, he discards any wounds suffered in excess of his health, flips his hero card facedown, discards any conditions he has, and all enemies engaged with him are moved to the shadow zone. Everything else in his play area remains unchanged, such as exhausted actions.
  • The defeated hero cannot perform actions or recover wounds; he is eliminated for the duration of the quest but may still perform settlement actions.
  • Any activations that a defeated hero would resolve during the hero phase are ignored. All non-defeated heroes activate as normal.
  • During the peril phase, a defeated hero cannot receive the party leader token—the token is passed to the next, non-defeated hero.
  • If the party leader is defeated, he still passes the party leader token during the peril phase. Any game effect that targets a defeated party leader targets the next hero in clockwise order instead.
  • Some game effects revive a defeated hero. When a hero is revived, he flips his hero card faceup and may activate the next time it is his turn to do so.

Defeated Enemy

  • A defeated enemy's card is placed in the discard pile.

Related Topics: Actions, Wounds

Delve Quests

A delve quest is a standalone quest and it is not used when playing a campaign. Delve quests provide players with an accelerated, campaign-like progression of upgrading actions, increasing gear capacity, and claiming gear. When playing a delve quest, players follow all of the rules for setting up and playing a campaign quest with the following exceptions:

  • Delve quests do not have tiers.
    • When creating decks for a delve quest, each quest sheet specifically describes which cards from which tier to include in each deck.
  • Delve quests do not have a settlement phase.
    • Each quest sheet specifically describes how players increase their gear capacity, upgrade their actions, and refresh depleted items.
  • When a player is defeated during a delve quest, he is eliminated from the game.

Related Topics: Defeated, Quests

Depleted Cards

When a card is depleted, it is flipped facedown and cannot be used for the remainder of the quest. During the settlement stage, all depleted cards are flipped faceup.

Related Topics: Effects

Discarding

When a component is discarded, it is either placed in a discard pile or returned to the supply.

  • When a hero discards a token or a condition card, he returns that token or card to the supply.
  • The enemy deck, dungeon deck, gear deck, and location deck each have a discard pile. When an enemy is defeated, it is placed in the enemy discard pile. When a dungeon card is used or resolved, it is placed in the dungeon discard pile. If a hero cannot equip or chooses not to equip a gear card, it is placed in the gear discard pile. When the party travels to a new location, the previous location is placed in the location discard pile.
    • If the enemy deck is expended, the party leader shuffles the enemy discard pile to form a new enemy deck.
    • If the dungeon deck is expended, the party cannot draw any more dungeon cards during the current quest.
    • If the gear deck is expended, the party can only claim gear from the discard pile.

Distributing

Numerous game effects instruct the party to "distribute" a value of something, such as success tokens or wounds. When this happens, the party collectively decides how to allocate the tokens.

Related Topics: Effects, Success Tokens, Wounds

Dungeon Cards

Dungeon cards represent items and events that heroes can encounter as they explore locations during a quest. A hero draws one dungeon card after he resolves an explore action.

  • There are two types of dungeon cards: items and events.
    • Items are distinguished by the "Item" trait located below the name of the dungeon card. When a hero draws an item, he claims it. Items provide a hero with single-use effects. After an item is used, it is placed in the dungeon discard pile unless specifically stated otherwise.
    • Events are distinguished by the "Event" trait located below the name of the dungeon card. After an event is resolved, it is placed in the dungeon discard pile unless specifically stated otherwise.
  • A hero can have any number of dungeon cards with the item trait. Unused items are discarded at the end of a quest.
  • The lower-left corner of some dungeon cards contains one or more treasure icons.
    • When a hero draws a dungeon card that contains a treasure icon, for each treasure icon, he may either claim a card from the gear deck or claim any card from the gear discard pile.

Related Topics: Actions, Explore Action, Gear

Effect Bar

See Enemy Effects.

Effects

Game effects appear on cards and sheets and alter the game's standard rules.

  • When a game effect instructs a hero to discard a success token, that success token cannot come from success tokens already spent for an action.

Hero Effects

Heroes have effects printed on their action cards.

  • When a hero activates, he chooses one of his action cards and performs each effect on that card from top to bottom.
  • An effect may have one or more requirements that a hero must fulfil to use that effect. If a hero cannot fulfil such requirements, he cannot resolve the effect.
  • An effect that causes an enemy to suffer wounds directly ignores the effects of resilience.
  • An effect may have a cost that a hero must pay to use that effect. The following is a list of the different types of costs:
    • Success Tokens: This cost requires a hero to discard the number of success tokens specified to use the effect. These tokens can be discarded from any of a hero's action cards.
    • Exhaust: This cost requires a hero to exhaust the card by turning it sideways to use the effect.
    • Deplete: This cost requires a hero to flip the card facedown to use the effect.
    • Discard: This cost requires a hero to discard the card to use the effect.
  • An effect that does not exhaust, such as one with a success token cost, can be triggered multiple times each phase, but only once per timing instance specified by the effect.
  • Effects that are exhausted, used, depleted, or have some other costs are always optional. Any effect that does not have a cost is a persistent effect and is always active, such as "Apply +4 to your health value."

Enemy Effects

Enemies have effects printed on their cards.

  • Each enemy has an effect bar that contains one or more keywords. Each time an enemy activates, the active hero resolves each keyword on that enemy's effect bar in order from left to right.

Peril Effects

Each quest sheet includes one or more peril effects.

  • Each peril effect corresponds to a colour: green, blue, or red. These colours match the colours of specific spaces on the peril track.
    • During the peril phase, peril increases. If the peril token is moved to a space on the peril track with a colour corresponding to a peril effect, that effect is resolved.
    • Peril effects typically increase in severity from green to red.
  • If peril increases or decreases through other quest rules, peril effects are not resolved.
  • If the location deck is expended, the quest instructs the party what to do.

Related Topics: Depleted Cards, Discarding, Effect Bar, Exhausting Cards, Peril Phase, Quest Sheet, Dungeon Cards, Enemies, Locations

Elite Enemies

Each enemy set may contain one or more elite enemies. Such an enemy is identified by the "Elite" trait, which is displayed under the enemy's name on an enemy card. An elite enemy often has a higher attack value and more health than its standard counterparts.

  • Enemies that are not elite are referred to as standard enemies.
  • Elite enemy cards share the same name as their standard counterparts. When a component references an enemy by its name, such as "Goblin Warrior," this refers to both the standard and elite versions of that enemy.

Related Topics: Enemies

Empowered

See Conditions.

Enemies

Enemies are one of the primary obstacles that heroes must overcome during a quest. Each enemy is represented by an enemy card.

  • There are three types of enemies: standard, elite, and nemesis.
    • An elite enemy is distinguished by its "Elite" trait, which is displayed under the enemy's name on its enemy card.
    • A nemesis enemy is distinguished by the quest icon displayed in the upper-left corner instead of a tier designation, as well as its "Nemesis" trait, which is displayed under the enemy's name on its enemy card.
  • Each standard and elite enemy has a tier designation printed in the upper-left corner of its card. When creating an enemy deck prior to beginning a quest, enemies with a tier designation can be used as open enemies.
  • Enemies without a tier designation are only used if instructed by a quest sheet or other component.
  • When an enemy in play is defeated, it is placed in the enemy discard pile. If the enemy deck is expended, the party leader shuffles the enemy discard pile to form a new enemy deck.

Related Topics: Elite Enemies, Nemeses, Quest Sheet, Tiers

Enemy Phase

During the enemy phase, heroes take turns activating readied enemies. Starting with the party leader and proceeding in clockwise order, each hero activates one enemy per turn and the party continues activating enemies until every readied enemy in each zone has activated. After activating an enemy, the active hero exhausts that enemy's card. After all enemies are exhausted, all enemy cards in play are readied, and the enemy phase ends.

  • When choosing an enemy to activate, the active hero must choose a readied enemy in his engagement zone. If there is not one, he chooses a readied enemy in the shadow zone, either faceup or facedown. If there is not one, he skips his turn, and the next hero activates an enemy.
  • When an enemy is activated, the active hero resolves all keywords on that enemy's effect bar from left to right.
  • When a facedown enemy is activated, the active hero reveals the enemy by flipping its card faceup. Then, he resolves all keywords on that enemy's effect bar from left to right.
  • If an enemy is exhausted before it would have activated during the enemy phase, it will not activate that phase.
  • Certain game effects can cause enemies to activate outside of the enemy phase. This activation resolves in the same fashion as activation during the enemy phase.

Related Topics: Effect Bar, Enemies, Exhausting Cards, Zones

Enemy Priority

See Rank.

Engaging

The word "engage" can appear on cards and quest sheets. A hero engaging an enemy or an enemy engaging a hero causes the same effect: the enemy's card is placed in that hero's engagement zone.

  • If the active hero has three enemies in his engagement zone and an enemy engages him or a game effect would place another enemy card into that zone, that hero suffers a number of wounds equal to that enemy's attack value, and that enemy is placed in the shadows.

Related Topics: Enemies, Hero, Zones

Events

See Dungeon Cards.

Exhausting Cards

Many game effects require a hero to exhaust a card. A card is exhausted by rotating it 90 degrees so it is oriented sideways. A card is exhausted to indicate that it cannot be used. A card is readied by rotating it 90 degrees so it is oriented upright. A readied card can be used.

  • When a hero chooses an action to resolve during his activation, he exhausts the corresponding action card.
  • The action card with the prepare icon only exhausts when chosen as the action card for a hero's activation; other effects cannot exhaust it.
  • Effects on exhausted cards can apply if the effects do not have a cost requiring the card to exhaust. For example, the "Jezzail Team" enemy has an effect that states it cannot be engaged. Even if the "Jezzail Team" is exhausted, that effect applies.

Related Topics: Actions, Effects, Enemies, Enemy Phase, Hero Phase, Prepare Icon

Explore Action

The explore action allows a hero to search the active location.

  • For each success, the active hero places one progress token on the active location.

Related Topics: Actions, Dungeon Cards, Success Tokens

Facedown Enemy

See Shadow Zone.

Game Round

Each quest stage comprises a series of game rounds. Each game round contains four phases: hero phase, enemy phase, location phase, and peril phase. Each time all four phases have been completed, one game round is completed.

Related Topics: Enemy Phase, Hero Phase, Location Phase, Peril Phase, Quest Stage

Gear

Gear represents weapons, armour, and accessories that provide heroes with unique effects to use during a campaign.

  • Each gear card has a unique name, a unique ability, and one of the following three traits: weapon, armour, and accessory.
  • When creating decks during quest setup, the players create a gear deck consisting of a specific number of gear cards as well as each "Legendary Fortune" card from the campaign pool. "Legendary Fortune" cards are not shuffled in unless they are part of the campaign pool.
  • If the gear deck is expended during a quest, the party can only claim gear cards from the gear discard pile.
  • A hero can look through the gear discard pile at any time.

Claiming Gear

  • Heroes can claim gear during the quest stage by drawing dungeon cards that contain a treasure icon.
    • When a hero draws a dungeon card that contains a treasure icon, for each treasure icon, he may either claim a card from the gear deck or claim any card from the gear discard pile. After claiming a gear card, the active hero can equip it or discard it.
  • During the settlement stage, if a hero chooses to visit the blacksmith as one of his settlement actions, he draws two cards from the gear deck. He may choose one to keep and discards the other.
    • During the settlement stage, heroes may give any of their non-legendary gear cards to other heroes.

Equipping Gear

  • To equip a gear card, a hero places it faceup in his play area. After a gear card is equipped, its effect is available for use.
  • When equipping a gear card, each hero must obey the following equipment restrictions:
    • At the start of a campaign, a hero only has the capacity to equip one gear card. A hero's capacity value can increase during the settlement stage if he visits the arena as one of his settlement actions; he marks this change on the campaign log.
    • A hero can equip a maximum of two weapons, one armour, and any number of accessories.
  • Before a hero equips a gear card, he can also unequip a gear card. An unequipped gear card is placed in the gear card discard pile.
  • A hero cannot unequip a gear card that is depleted. A hero cannot unequip a gear card that increases his health value if he has suffered wounds greater than or equal to the health value he would have without the gear card.
  • A hero can only equip or unequip gear cards when he claims gear, during either the quest stage or the settlement stage.

Legendary Gear

  • Each hero has a set of legendary gear cards, which contains that hero's class name along the bottom of the card.
  • Legendary gear cards are not shuffled into the gear deck. Instead, they are claimed when a hero claims a "Legendary Fortune" card from the gear deck.
  • When a hero claims a "Legendary Fortune" card from the gear deck, he returns that card to the campaign pool and randomly claims one gear card from among his legendary gear cards.
  • A hero can equip any number of his legendary gear cards following the normal equip restrictions (one armour, two weapons, and any number of accessories).
    • The party often earns "Legendary Fortune" cards through rewards for winning quests.
  • During the settlement stage, a hero cannot give any of his legendary gear cards to another hero.

Related Topics: Campaign Pool, Claiming Components, Depleted Cards, Dungeon Cards, Settlement Actions

Health Value

Each hero and enemy has a health value displayed on its corresponding card.

  • When a hero or enemy has suffered wounds equal to its health value, it is defeated.
  • Some game effects refer to "remaining health," which is the hero's or enemy's health value subtracted by the amount of wounds suffered.

Related Topics: Defeated, Enemies, Wounds

Hero

During the campaign, players control heroes. A player makes all game decisions and manipulates all game components for the heroes he controls.

  • Each hero has a hero card, four basic action cards, four advanced action cards, and three legendary gear cards.
  • A hero begins a campaign with his hero card and four basic action cards.

Related Topics: Actions, Gear

Hero Phase

During the hero phase, heroes activate in clockwise order, starting with the party leader. When a hero activates, he performs one action and may be attacked by any enemies in his engagement zone.

  • During a four-player game, each hero activates once. During a three-player game, the first player activates twice, as the first and last activation of the phase. During a two-player game, each player activates twice, alternating the turns in which they activate.

Related Topics: Actions

Inflict

"Inflict" is a keyword that is printed on the effect bar of many enemy cards.

  • During the enemy phase, when an enemy's "Inflict" effect is resolved, the hero with which that enemy is engaged suffers a number of wounds equal to that enemy's attack value. If the enemy is not engaged with a hero, the active hero suffers the wounds.

Related Topics: Effect Bar, Enemies, Enemy Phase, Keywords, Wounds, Zones

Items

See Dungeon Cards.

Keywords

Keywords are a shorthand for specific effects that appear on the effect bar on enemy cards.

  • There are three basic keywords that appear on many enemy cards. These keywords are: "Advance," "Retreat," and "Inflict."
    • The "Advance" and "Retreat" keywords provide enemies with a basic way for moving between zones.
    • The "Inflict" keyword provides enemies with a basic way to cause damage to heroes.
  • There are many enemy-specific keywords that provide enemies with a variety of effects. The instructions for how these keywords are resolved are printed on that enemy's card.

Related Topics: Advance, Effects, Effect Bar, Enemy Phase, Inflict, Retreat

Location Phase

The location phase allows heroes to travel to a new location if the active location is fully explored.

  • If there are no locations remaining in the location deck, the party cannot travel.
  • If the party travels from the active location, the party leader discards that location's card, placing all progress tokens on it in the supply. Then, he reveals a new active location from the location deck and spawns enemies.
    • When the party travels, non-nemesis enemies in the shadow zone are discarded.
  • Many location cards have a location effect that the party resolves during the location phase. Each location effect describes when it is resolved.

Related Topics: Effects, Locations

Locations

Locations represent the places that heroes encounter during a quest. The faceup location is the active location.

  • When a location is revealed, players spawn a number of faceup and facedown enemies, based on the spawn icons presented on the active location card.
  • Locations have an exploration value. During an explore action, for each success, the active player places one progress token on the active location card. These progress tokens represent progress, which indicates how much of a location the heroes have explored.
    • Many game effects add or discard "progress" from a location. When this happens, the party adds or removes progress tokens by the specified amount.
  • When there are a number of progress tokens on the active location card equal to that card's exploration value, the active location is fully explored.

Nemeses

Each nemesis card has a nemesis effect, indicated by the nemesis icon.

  • Each time a die roll produces one or more nemesis icons, the party must resolve all nemesis effects on any nemesis cards in play, which includes faceup cards in any engagement zone, the shadow zone, or the nemesis lair.
  • Each nemesis effect is only resolved one time per action even if multiple nemesis icons are produced.
  • The victory condition for each quest often requires heroes to defeat a nemesis.
  • A nemesis from a quest can be added to the campaign pool. Each nemesis in the campaign pool is shuffled into the enemy deck when setting up a quest.
  • If a nemesis from the campaign pool is defeated, it is returned to the game box and is no longer used for the rest of the campaign.
  • A nemesis in the shadow zone is not discarded when the party travels.

Related Topics: Campaign Pool, Effects, Enemies, Nemesis Lair, Quest Setup

Nemesis Lair

The nemesis lair is the section of the play area located near the quest sheet.

  • The quest sheet describes when a nemesis is placed in the nemesis lair.
  • A nemesis in the nemesis lair triggers its nemesis effect when a nemesis icon is rolled.
  • Heroes cannot target the nemesis lair with attacks or any effects, unless specified by the quest sheet.

Related Topics: Effects, Nemeses

Nemeses

Nemeses are powerful, unique enemies presented during specific quests. The "Enemies" section on the back side of each quest sheet instructs the players to include a nemesis, if necessary, and specifies how that nemesis comes into play.

  • A nemesis is distinguished by the quest icon displayed in the upper-left corner instead of a tier designation, as well as its "Nemesis" trait, which is displayed under the enemy's name on its enemy card.

Open Cards

See Quest Setup.

Optional Effects

See Terminology.

Party Leader

The party leader is the hero who controls the party leader token.

  • The party leader activates first during the hero phase and activates enemies first during the enemy phase.
  • The party leader makes decisions for the party when heroes cannot agree.
  • The party leader passes the party leader token to the next hero in clockwise order at the end of every peril phase.
  • When a game effect targets the active hero, and there is no active hero, that game effect targets the party leader instead.
  • If a game effect targets a party leader who is defeated, it targets the next hero in clockwise order instead.

Related Topics: Peril Phase, Quest Setup, Quest Sheet

Peril

Peril refers to the track presented on a quest sheet and the effects triggered by that track. Peril is always increased during the peril phase of a quest but can increase and decrease by other means.

  • When peril increases, the peril token moves to the right on the peril track. When peril decreases, the peril token moves to the left on the peril track.
    • Unless specifically stated otherwise, when peril increases or decreases, it only moves one space on the track.
  • If peril increases or decreases through other quest rules, peril effects are not resolved.

Related Topics: Effects, Peril Phase, Quest Sheet

Peril Phase

During the peril phase, the party increases peril by moving the peril token one space to the right on the peril track. The party resolves any peril effects triggered by the peril track, and then the party leader token is passed to the next hero in clockwise order.

  • If the peril token is on the last space of the peril track, the party still resolves any peril effects triggered by the last space during the peril phase.
  • Some spaces on the peril track are coloured green, blue, or red. These spaces correspond to quest-specific peril effects that are presented on the quest sheet in a matching colour.
  • A peril effect is triggered during the peril step, after the peril token is moved, if it is on a space on the peril track that matches the colour of that peril effect.
  • At the end of the peril phase, after all peril effects are resolved, the party leader passes the party leader token to the next hero in clockwise order. Then, the next game round begins, starting with the hero phase.

Related Topics: Party Leader, Peril, Quest Sheet

Play Area

The space in front of a player is known as his play area. This is where a player keeps all game components that belong to him, including his hero card, hero action cards, gear, etc.

  • Effects on cards in a hero's play area are used as noted on the card.
  • All faceup cards in a hero's play area are open information and can be examined by any player.

Related Topics: Hero, Gear

Prepare Icon

The prepare icon is found on one of each hero's action cards.

  • After a hero performs an action that contains the prepare icon, he readies all four of his action cards.
  • The action card with the prepare icon only exhausts when chosen as the action card for a hero's activation; other effects cannot exhaust this card.

Related Topics: Actions, Exhausting Cards, Hero Phase

Progress

See Locations.

Quests

Warhammer Quest: The Adventure Card Game includes five quests that players play in succession to form a campaign and one standalone quest that players play as a delve quest.

  • Each quest has a corresponding quest sheet that provides players with quest-specific rules, effects, and instructions for setting up that quest.
  • Each quest sheet describes how the party completes the quest.
    • If the party wins a quest by resolving the victory condition presented on the front side of the quest sheet, the party resolves the reward section described on the back side of the quest sheet.
    • If the party loses a quest by resolving the defeat condition presented on the front side of the quest sheet, the party resolves the penalty section described on the back side of the quest sheet.
  • After the party completes a campaign quest, they proceed to the settlement stage. Whether a quest ends in victory or defeat, the campaign always continues to the next quest shown in the campaign log.
  • Upgraded actions, increased gear capacity, and gear are not carried over from campaign to campaign or delve quest to delve quest.

Related Topics: Campaign, Quest Sheet, Settlement Stage

Quest Setup

To set up each quest, players must create the specific decks used for a quest. Each quest comprises an enemy deck, a location deck, a dungeon deck, and a gear deck. The back side of each quest sheet instructs players how to create each deck; some cards in those decks are specified while others are referred to as "open," which means that they are randomized.

  • Heroes cannot know which open cards are added to any deck.

Creating an Enemy Deck

When creating an enemy deck, a quest sheet will instruct players to include a combination of specific enemy sets and open enemies.

  • An enemy set includes each copy of an enemy card with the same name. For example, if a quest sheet instructs players to add "Giant Bats" to the enemy deck, all three "Giant Bat" cards are added.
  • If a quest sheet instructs players to include an "open standard enemy," add one random standard enemy of the same tier as the current quest. These enemies are not grouped into sets.
  • If a quest sheet instructs players to include an "open elite enemy," add one random elite enemy of the same tier as the current quest. These enemies are not grouped into sets.

Creating a Location Deck

When creating a location deck, a quest sheet will instruct players to include a combination of specific locations and open locations. If a quest sheet instructs players to include an "open location," players add a random location that is the same tier as the current quest.

Creating a Dungeon Deck

When creating a dungeon deck, a quest sheet will instruct players to include a specific number of open dungeon cards. Players randomly choose the specified number of dungeon cards and place the remaining dungeon cards in the game box, as they will not be used during the quest.

Creating a Gear Deck

When creating a gear deck, a quest sheet will instruct players to include a specific number of open gear cards. Players randomly choose the specified number of gear cards and place the remaining gear cards in the game box, as they will not be used during the quest.

  • Each "Legendary Fortune" card in the campaign pool is also shuffled into the gear deck.

Related Topics: Enemies, Dungeon Cards, Locations, Gear, Quest Sheet, Tiers

Quest Sheet

Quest sheets provide players with the rules necessary to set up and play a quest. Each sheet has two sides. The back side contains setup information, story text, and consequences for completing the quest. Players will reference this side before and after each quest. The front side of the quest sheet contains quest rules, a peril track, peril effects, and victory and defeat conditions. Players will use this side of the quest sheet while playing the game.

Peril Track

Each quest contains a peril track comprised of triangle-shaped spaces. Before beginning a quest, place the peril token on the track in the space without a skull icon.

Peril Effects

Some spaces on the peril track are coloured green, blue, or red. These spaces correspond to quest-specific peril effects that are presented on the quest sheet in a matching colour. These peril effects typically affect the party in negative ways, and the severity of each effect increases from green to red.

Quest Rules

Each quest contains a box above the peril track that describes any quest-specific rules or game effects.

Related Topics: Effects, Locations

Quest Stage

The quest stage is the primary stage of a game in which heroes are resolving a quest. The quest stage ends when the party completes a quest. Then, the heroes proceed to the settlement stage.

Related Topics: Campaign, Quests, Settlement Stage

Ranged Attack

See Attacks.

Rank

Each enemy has a rank, which is based on a number of factors. When the timing of multiple enemy effects conflict, the effect of the higher-ranked enemy is resolved before the effect of a lower-ranked enemy.

  • Players can use the following list to determine enemy rank, from highest rank to lowest rank:
    1. Nemesis
    2. Highest-tier enemy
    3. Enemy with the highest attack value
    4. Enemy with the highest health value
  • If enemy rank cannot resolve a conflict, the heroes decide the order of resolution.

Related Topics: Enemies, Timing Conflicts

Readying Cards

See Exhausting Cards.

Recovering Wounds

Some game effects instruct enemies or heroes to recover wounds. To recover wounds, remove the specified number of wound tokens from the appropriate enemy or hero card and place them in the supply.

Related Topics: Effects, Wounds

Resilience

Certain enemy cards have a resilience value located next to that enemy's health value.

  • If an enemy with a resilience value is the target enemy during an attack action, that enemy ignores a number of wounds equal to its resilience value.
  • Resilience only affects wounds suffered during a hero attack action. If a game effect causes an enemy to suffer wounds directly, those wounds are not affected by resilience.

Related Topics: Actions, Effects, Enemies, Wounds

Rest Action

The rest action allows a hero to recover wounds he has suffered during the quest.

  • For each success, the active hero recovers one wound.

Related Topics: Actions, Recovering Wounds, Success Tokens, Wounds

Retreat

"Retreat" is a keyword that is printed on the effect bar of many enemy cards.

  • During the enemy phase, when an enemy's "Retreat" keyword is resolved, that enemy is placed in the shadow zone.

Related Topics: Effect Bar, Enemies, Enemy Phase, Keywords, Zones

Round

See Game Round.

Settlement Actions

During the settlement stage, each hero resolves two of the following settlement actions:

  • Visit the Trainer: The hero replaces one action of his choice with the advanced version of that action. To distinguish them from the basic versions, the advanced action cards have the "Advanced" trait.

  • Visit the Blacksmith: The hero draws two cards from the gear deck. He may choose one to equip and discards the other.

  • Visit the Arena: The hero increases the limit on the amount of gear he can equip by one, and marks this on the campaign log.

  • Heroes can resolve their settlement actions in any order.

  • If the gear deck is expended, a hero cannot visit the blacksmith.

Related Topics: Basic Actions, Gear, Settlement Stage

Settlement Stage

The settlement stage occurs after a party completes a quest. During the settlement stage, heroes earn quest rewards, suffer quest penalties, and prepare for the next quest of the campaign.

To resolve the settlement stage, the party follows these steps:

  1. Earn Rewards/Suffer Penalties: The party resolves either the "Reward" or "Penalty" section of the quest sheet as instructed.
  2. Upgrade: Each hero performs two settlement actions, visiting the trainer, blacksmith, or arena to upgrade an action card, his gear, or his gear capacity.
  3. Refresh: Each hero recovers all wounds, readies all action cards, and flips all depleted gear cards faceup.

All cards added to the quest from the campaign pool (except defeated nemeses) are returned to the campaign pool. Any remaining cards and components are returned to their respective supplies.

Related Topics: Campaign, Claiming Gear, Quests, Settlement Actions

Sickened

See Conditions.

Spawning Enemies

The word "spawn" is used when the party is instructed to populate the play area with enemy cards from the enemy deck. Enemies are always spawned one at a time, beginning with the party leader and proceeding clockwise. To spawn an enemy, a hero draws an enemy card from the enemy deck and places it faceup in the play area so he is engaged with it.

  • Numerous game effects can spawn enemies to other places, such as the shadow zone.
  • If an enemy spawns during an activation, it engages the active hero instead of the party leader.
  • If a game effect forbids an enemy from engaging a hero, that enemy is placed in the shadow zone.

Related Topics: Enemies, Locations, Quest Setup

Success Tokens

Heroes can use success tokens to add additional successes when resolving actions.

  • Before rolling dice when performing an action, the active hero can spend any number of success tokens from his chosen action card to apply +1 success for each success token spent.
  • Each action card can have a maximum of two success tokens on it at a time.
  • When a game effect instructs a hero to "discard a success token," that success token cannot come from success tokens already spent for an action.
  • The aid action allows another hero to place success tokens on his action cards to be used during future actions.

Related Topics: Actions, Aid Action

Tiers

Quests, enemies, and locations are connected to a tier system which denotes campaign progression, indicates the general difficulty of enemies and locations, and is used for determining the pool of cards used when players are instructed to include open enemies or locations during setup.

  • Each quest sheet has a tier value printed in the upper-left corner.
  • Both enemy and location cards have a tier value printed on the upper-left. This is used to determine enemy rank as well as to add open enemies to certain quests.

Related Topics: Enemies, Locations, Quest Sheet

Timing Conflicts

Numerous effects and quest rules can occur at the same time. When this happens, the following rules apply:

  • Players resolve quest rules first, followed by enemy effects, and then all remaining effects, including hero effects.
  • When the timing of multiple enemy effects conflict, the effect of the higher-ranked enemy is resolved before the effect of a lower-ranked enemy.
  • When the timing of multiple non-enemy effects conflict, players decide the order of resolution.

Related Topics: Effects, Rank

Travelling

See Location Phase.

Treasure Icon

See Dungeon Cards.

Winning and Losing

The "Victory" and "Defeat" sections on the front side of each quest sheet describe how the quest ends and instruct the party to resolve either "Reward" or "Penalty" on the back side of the quest sheet.

  • During a campaign, whether a quest ends in victory or defeat, the campaign always continues to the next quest shown in the campaign log.
  • If players win the final campaign quest, they win the campaign.

Related Topics: Campaign, Quests

Wounds

Many game effects cause heroes or enemies to suffer wounds.

  • Some wound tokens have a "1" printed on them. These wound tokens are treated as having a value of one—each of these tokens represents one wound.
  • Some wound tokens have a "3" printed on them. These wound tokens have a value of three—each of these tokens represents three wounds.
    • A player can freely exchange a wound token valued at three for three wound tokens valued at one or vice versa at any time.
  • When a hero or enemy has suffered a number of wounds equal to or exceeding his health value, he is defeated.
  • When a hero or enemy suffers wounds, place wound tokens with a value equal to the number of wounds suffered on that hero's corresponding hero card.
  • When a game effect refers to the amount of wounds that a hero or enemy "has suffered," it is referencing the total value of wound tokens currently on that hero's or enemy's card.
  • A hero or enemy cannot suffer wounds in excess of its health value. Any wounds beyond this amount has no effect.

Related Topics: Attacks, Defeated, Inflict

Zones

Zones are used to indicate which part of a location an enemy occupies. There are two types of zones: engagement and shadow.

Engagement Zone

  • Each hero's play area has an engagement zone. A hero's engagement zone is the area above (from his perspective) his action cards.
  • If an enemy is engaged with a hero, that hero places that enemy's card in his engagement zone.
  • A hero can have a maximum of three enemies in his engagement zone at a time.
    • If the active hero has three enemies in his engagement zone and an enemy engages him or a game effect would place another enemy into that zone, that hero suffers a number of wounds equal to that enemy's attack value, and the enemy moves to the shadow zone.

Shadow Zone

The shadow zone is located in the centre of the play area where all players can reach it.

  • Enemies in the shadow zone are not engaged with any heroes.
    • Enemies in the shadow zone can be placed either faceup or facedown.
  • Enemies in the shadows can only be targeted for an attack by a ranged attack.
  • When the party travels, non-nemesis enemies in the shadow zone are discarded.
  • Facedown enemies can be engaged, targeted by effects, or attacked. If the enemy suffers wounds, is engaged, or activates, that enemy is revealed and its card is flipped faceup.
  • If a facedown enemy cannot be affected by a particular game effect that reveals it, it is still revealed, but the specific effect is ignored. Any associated costs for the effect are still paid. For example, if a hero engages a facedown "Jezzail Team," the enemy is revealed but remains in the shadow zone.
  • While an enemy is facedown, any effects on its card do not apply. For example, an "Orc Boy" that is facedown in the shadows can be exhausted.
  • Facedown enemies are considered to be non-nemesis enemies without a rank.
  • Faceup enemies, whether or not they were facedown before, cannot be flipped facedown.

Related Topics: Advance, Actions, Effects, Engaging, Ranged Attack, Retreat

Dice Icons

  • Success: Applied toward the action being performed.
  • Critical Success: Applies a success and causes the die to be rerolled.
  • Defence: Reduces wounds suffered during the current action by one.
  • Enemy Attack: Causes one readied engaged enemy to attack.
  • Nemesis: Triggers all nemesis effects in play.
  • Wound: Represents a wound suffered by a hero or enemy.
  • Success Token: Represents a stored success that can be spent on a future action.
  • Hero Die: The die rolled by the active hero when resolving an action.