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Players take a party of classic Warhammer heroes from settlement to settlement, fighting giant rats, snotlings, orc boyz, and rat-like skaven.
Your general goal is to get to the end of dungeons while killing everything in your path. Outside of towns, where provisions and weapons can be acquired, play is turn-based .
Each round, invisible dice determine a variety of values. Random rolls occurring behind the scenes in combat aren’t new, but Warhammer Quest introduces unreliability into some of the classes’ core skills.
Magic points aren’t accrued over turns; the available pool for each caster is assigned randomly each turn, so you won’t know what spells your mage will be able to cast. Marauders can become berserk and wound adjacent units, gain an extra attack, or lose the turn altogether.
The odds of your Warrior Priest’s prayers being heard are determined at the beginning of each round. All of these variables make tactical planning difficult.