Example Of Play
* TURN ONE *
Declaration Phase
During this phase the players decide their Warriors' actions for the coming turn. Before they decide,
however the Gamesmaster consults his notes and reads out the room's description.
Gamesmaster: "You are in a small room with two doors, leading to who knows where."
(indicating the doors attached to the board section). "Save for a pile
of rags in one corner the rooms is bare."
The Dwarf player decides that the Dwarf will stay where he is and spend the whole turn searching
the room. The Wizard, suspicious as ever, says the Wizard will levitate so he doesn't set of any
ground-lever traps. The Elf player says the Elf will have a look at the rags. The Barbarian
player decides that the Barbarian will see what lies beyond one of the doors, so he will walk
over and listen at it.
Power Phase
The Wizard player rolls for his Power, scoring a 4. No Unexpected Events this turn!
Warriors' Phase
The Barbarian wanders over to the door, ready for the Exploration Phase, and sticks his ear agains it.
Looking at his map, the Gamesmaster sees that the room is empty, but makes a secret Initiative test
for the Barbarian anyway. He scores a 6, failing the test, so the Gamesmaster tells the Barbarian that
he hears nothing.
The Elf moves over to the rags and starts to search through them. Looking at the notes again, the
Gamesmaster tells the Elf player that it takes him the rest of the turn to do this.
The Wizard, using his levitation spell, rises a few feet from the ground.
The Gamesmaster's notes state that there is nothing of value in the room, but he rolls some more dice
for the Dwarf anyway (supposely checking against his Iniiative). The Dwarf finds nothing at all.
Monsters' Phase
There aren't any Monstersm on the board at the moment so nothing happens this phase.
Exploration Phase
The Barbarian shines the lantern through the grating in the door to see what lies beyond. Referring to
his notes, the Gamesmaster reads out the room's description, as seen through the grating.
Gamesmaster: "You can see a dimly-lit room."
To end the turn, the Gamesmaster informs the Elf that he has found a small casket under the pile of rags,
sitting in a small recess in the floor.
* TURN TWO *
Declaration Phase
After discussion with the Barbarian player, the Dwarf player states that the Dwarf will follow the
Barbarian when he moves into the next room and is ready to fight. The Wizard player states that he
will do the same.
The Elf player asks if he can combine a couple of actions:
Elf Player: "Can I pick up the casket and make it through the room with the Barbarian?"
Gamesmaster: Yes, that seems reasonable enough."
THe Elf player states that the Elf will grab the casket and also follow the Barbarian. The Barbarian player
will enter the new room and hit anything in there.
Power Phase
This turn the Wizard rolls a 3 for his Power, so once again, no Unexpected Event occur.
Warriors' Phase
The Barbarian steps through into the newle explored room, taking up a position against the near wall.
The Elf picks up the casket and makes ready to follow the Barbarian. As he does so the Gamesmaster says:
Gamesmaster: "Make an Initiative test, Elf, you've just set off a trap!"
Groaning aloud, the Elf player rolls the dice, scoring a 3. Adding the Initiative of 5, he gets a total of 8,
making the required score.
Gamesmaster: "Lucky. As you lift the casket the lack of weight in the stone recess causes a sharpened stake to
plunge down from the roof towards you. You roll away with the casket just in time!"
Relieved, the Elf scurries of with the casket into the next room, quickly followed by the Wizard and the Dwarf.
Monsters' Phase
Consulting his notes, the Gamesmaster reads aloud:
Gamesmaster: "You emerge into a square room with a tiled floor. A growing hum of power fils the room. With a
sudden flash, 8 Orcs appear, surrounding you. One of them looks to be the leader, and he attacks...(drawing
a warrior counter) ...the Barbarian!"
The Gamesmaster places the Monsters' miniatures on the table, the leader attacking the Barbarian.
Exploration Phase
The Warriors' can't explore this turn, as they are engaged in combat. The Elf player, however, asks:
Elf Player: "Can I have a quick look in the casket?"
Gamesmaster: "Dont be daft. You're surrounded by Orcs and you've run out of time this turn. Next turn you can
try give it a once over if you really like, but you'll be at -2 to your Weapon Skill and won't be able to
make any attacks...and don't forget it might be trapped. Well, fancy a go?"
Elf Player: "Er, no...perhaps I'll wait"
* TURNS THREE TO FIVE *
During the next three turns the Warriors concentrate on fighting the Orcs, taking quite a few Wounds in the
process but surviving intact. The highlight of the combat is the Barbarian picking up a trestle bench in the
room and crushing three Orcs against the wall with it. By the end of turn five all the Orcs are dead.
The Warriors take a break to tot up the Monsters' gold value and determine what treasure they find.
After referring to his notes, the Gamesmaster tells them they have found a healing potion and a small key.
* TURN SIX *
Declaration Phase
Now all the Monsters are dead, the Dwarf player states that the Dwarf will search the room. The Wizard player
states that the Wizard will heal the Elf, who came off worst in the recent conflict, then move over to the door.
THe Elf player decides that the Elf will open the casket, after searching it for traps. Meanwhile, the Barbarian
player states that the Barbarian will listen at the other door in the room.
Power Phase
The Wizard rolls a 4 for his power, and immediately uses it to heal the Elf.
Warriors' Phase
The Barbarian moves over to the only other exits that leads from the room.
Barbarian Player: "I'm going to listen at the door"
Gamesmaster: "Ok, I'll make an Initiative test for you"
The Gamesmaster rolls a 6, which when added to the Barbarians Initiative of 3, means he passes the test easily.
"Barbarian Player: "Well?"
Gamesmaster: "You hear a muted muttering in a guttural tongue"
Barbarian Player: "Can I understand it?"
The Barbarian rolls an Initiative test (at -1) and fails.
Gamesmaster: "'Urug karug shalag' mean anything to you?"
Barbarian Player: "Guess I can't understand it then. Still, ta least I know that there's something in there."
Gamesmaster: "Searching the casket for traps will take you all turn, Elf, so you'll have to stay where you are.
Wizard and Dwarf, you're next."
The Wizard moves over to the door, ready to move in next turn.
The Dwarf starts to search the room
Gamesmaster: "That's going to take you all turn, too."
Monsters' Phase
Nothing happens in the Monsters' Phase, although the Gamesmaster rolls a few dice behind his screen to see if the
Monsters in the next room decide, by sheer luck, to come through.
Exploration Phase
The Gamesmaster looks at his notes and places a large room on the other side of the door. It looks to be a dead end,
as there are no other doors leading out of it.
To finish the turn off, he resolves two things - the Elf and the casket, and the Dwarf's search.
The Elf makes the required charasteristic tests and so avoids a poison dart trap n the lock. However, the casket is
locked!
Elf Player: "Oh no...Hang on though, I bet the key we got off the Orc opens the lock"
Gamesmaster: "Maybe, but you'll have to wait until next turn to find out."
Dwarf player: "What about me? Do I find anything?"
The Dwarf successfully searches the room and discovers a secret door in one of the other walls. The Gamesmaster places
it on the board as the turn ends.
And so the game continues, turn by turn, just like an ordinary game of Warhammer Quest. This time, however, the
Warriors are trying many things other than just attacking Monsters, all of this is now possible thanks to letting
a Gamesmaster into the play. The Gamesmaster is now resolving their actions as he sees fit.
The next question is wheter the Warriors go through the secret door that the Dwarf discovered, or enter the room
which they are sure contains Monsters. And don't forget the casket that the Elf found. Will the key that he found on
the Orcs fit? And what will the casket contain (if anything)?
Now that you've read this example of play, you now more exactly what Warhammer Quest is all about. And those of you
who don't: It's all about having a good time with your pals!