How to Play

Warhammer Quest: The Adventure Card Game

1-4 players 30-60 min 7.3 Board Game Geek Rating

Players control iconic heroes exploring dangerous dungeons filled with ghouls, goblins, and monsters in this cooperative adventure. One to four participants battle through hordes of enemies using weapons and magic, seeking treasures while progressing deeper into lairs. Victory requires surviving the relentless assault and defeating the evil mastermind behind it all.

Published 2015

Warhammer Quest: The Adventure Card Game

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose game mode
Select either Campaign (An Uneasy Alliance, 5 Quest Sheets) or Delve (Lost in the Dark, single 1-shot Quest Sheet) and take the corresponding Quest Sheet
2
Prepare campaign materials
For a Campaign, also take the Campaign Log and note contents of the Campaign Pool
3
Set up heroes
Setup 1-4 Players controlling 2-4 Heroes, each Hero takes a playmat and their corresponding cards
4
Select hero card
Take the Hero card matching your player count (marked with #P in upper right) and note the Health value in lower right
5
Gather action cards
Take 8 Action cards (4 Basic + 4 Advanced), use 4 Basic cards and replace any with Advanced cards that were upgraded in Campaign
6
Set aside legendary gear
Take 3 Legendary Gear cards and set aside unless gained any during Campaign
7
Choose party leader
Select a starting Party Leader who takes the token; turn order proceeds clockwise from Party Leader
8
Prepare token supply
Place nearby: 45 Wound tokens, 20 Success tokens, 9 Progress tokens, 12 Condition cards (3 each of Bleeding, Empowered, Sickened), and 6 Dice (3 white Hero, 3 black Enemy)
9
Note quest tier
For Campaign, note the Quest Sheet's Tier (I, II, or III) shown in upper-left
10
Build enemy deck
Take 50 Enemy cards, set aside Nemeses, and consult Quest Sheet for which to add based on named enemies or open type selections
11
Build location deck
Take 26 Location cards, set aside Lairs, and add cards per Quest Sheet instructions; do NOT reshuffle if deck runs out
12
Build gear deck
Take 33 Gear cards, set aside Legendary Fortune, shuffle indicated cards facedown and box leftovers
13
Build dungeon deck
Take 38 Dungeon cards, set aside Warpstone and Cannon, follow Quest Sheet for construction
14
Read quest flavor text
Read the Quest card's flavor text, then flip to the other side
15
Place peril token
Note any Quest-specific rules, then place Peril token on leftmost (no skull) space of Peril Track
16
Begin first location
Draw the top Location card and Travel to it, spawning Enemies per its icons

On Your Turn

What you can do during your turn.

1
Activate action card
MUST choose a Readied (not Exhausted) Action card and Exhaust it, even if no valid targets exist
2
Spend success tokens
Optionally spend any Success tokens on the card for +1 Success each before rolling dice
3
Roll dice
Roll 1 white Hero die per die icon on card plus 1 black Enemy die per Readied Enemy in your Engagement Zone
4
Resolve surge icons
Each surge rolled grants +1 Success and allows rolling another die
5
Apply modifiers
Apply card effects that add or subtract icons from Conditions, Gear, or Enemy powers
6
Resolve successes
Apply Success icons per Action card effects; if no targets, icons have no effect
7
Resolve enemy attacks
For each Attack icon, pick Engaged Enemy with highest Attack that hasn't damaged you yet this Action; suffer damage equal to their total Attack minus your Defense icons
8
Trigger nemesis effects
Nemesis icons trigger effects from all Nemesis Enemy cards in Shadows, Engagement Zones, and/or Nemesis Lair (max 1 effect per Action regardless of icons rolled)
9
Ready on prepare
If Action card had Prepare icon, un-exhaust it and Ready all your other Action cards
10
Activate enemies
In Turn Order, each Hero activates one Readied Enemy from their Engagement Zone, or if none then from Shadows
11
Resolve advance
If Enemy has Advance keyword and not already Engaged with you, Engage it
12
Resolve retreat
If Enemy has Retreat keyword and not already in Shadows, move it there faceup
13
Resolve inflict
Suffer Wounds equal to Enemy card's Attack value whether Engaged or in Shadows
14
Exhaust enemy
Side/exhaust the Enemy card after resolving its keywords
15
Ready all enemies
After all Enemies have Activated and are Exhausted, Ready/un-side all Enemies
16
Resolve location text
Check active Location card and resolve any triggered text
17
Check progress
Compare Progress tokens to Location's Exploration Value; if equal, Location is Fully Explored and party may Travel
18
Travel to new location
Party Leader discards active Location card, discard non-Nemesis Enemies in Shadows, draw new Location card and Spawn Enemies
19
Advance peril
Move Peril token +1 space right on Quest card's Peril Track
20
Resolve peril effects
Resolve any effects for the color of the new space (last space can keep triggering)
21
Pass party leader token
Un-side and pass the Party Leader token
22
Explore action
Place 1 Progress token per Success on Location card; draw a Dungeon card (Item, Event, or Treasure)
23
Rest action
Heal 1 Wound per Success
24
Aid action
Give another Hero 1 Success token per Success to place on their Action cards (max 2 stored per card)
25
Attack action
Choose an Engaged Enemy (or any Enemy if Attack has "Ranged" text) and deal 1 damage per Success minus Resilience
26
Spawn engaged enemies
Draw Enemies per Location's Engaged icon and assign faceup to Heroes' Engagement Zones in Turn Order
27
Spawn shadow enemies
Draw Enemies per Location's Shadow icon and place facedown in the Shadows
28
Engage enemies
Pull an Enemy card from Shadows or another Hero to your Engagement Zone (max 3 Engaged Enemies per Hero)
29
Handle overflow engagement
If a 4th Enemy would Engage, Hero suffers Enemy's Attack damage and Enemy is placed faceup in Shadows
30
Defeat enemies
Enemy is Defeated when Wounds equal or exceed Enemy Health; discard the Enemy card
31
Handle defeated heroes
Discard Wounds down to Health value, facedown Hero card, discard Conditions, move Engaged Enemies to Shadows, skip Turns until Revived

Winning

How to claim victory.

1
Meet victory conditions
Complete the VICTORY conditions specified on the Quest Sheet to win
2
Avoid defeat conditions
If DEFEAT conditions on Quest Sheet are met, the players lose
3
Continue campaign
If in a Campaign after completing a Quest, resolve a Settlement Stage before proceeding to the next Quest card
4
Track campaign progress
Record Campaign Pool contents on Campaign Log between Quests

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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