Editing
Warhammer Quest: Silver Tower
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Gameplay== On 14/05/2016 (a week before official release) [[GW]] stores had open copies of the game to allow players to well... play the game. The game is 2-4 players with each controlling one hero and the bad guys when it is their turn to be 'marked'. The game is split into turns which where each player can do a number of actions depending on the value on the dice which they have rolled. Players take turns in being the 'marked one' which essentially passes a gnarly looking [[Tzeentch]] icon to them, making them the first player and also making them responsible for controlling the monsters and some other events. 1) The Destiny step: The marked player rolls 5 dice. Any doubles/triples/quads are discarded while the rest go into a destiny pool that all players can use (say one rolls a 1,3,3,4,6 the double 3 is discarded) If a double is rolled an event normally happens involving a familiar. If a double 1 or 6 is rolled then the marked player has to roll 2 dice (d66) to see what kind of effect happens) The familiars have pre-requisites to their shenanigans such as requiring heroes to have treasures or a certain number of enemies on the board. 2)The hero step, Each player takes turns controlling their player. To do so the player has to a number of dice equal to their remaining wounds (starting at 4, on 0 wounds you're not dead but can only use the destiny dice). These dice are then used to pay for actions written on the character card. E.G: Barbarian rolls a 1,2,4,6 He can only spend the 1 on an action which costs 1+ like moving or exploring. He can however use his 6 to activate his ability which requires a 6+, the 2+ to use his basic axe attack and his 4+ to use his more dangerous attack. During this phase the destiny pool can be used to pay for actions. The system is such that if a player uses one of the dice then the highest dice remaining in the pool cannot be spent by that player for the rest of the turn. This doesn't apply to the last player. EG if the dice were 1,2,3,4,5 and player 1 used the 3, then the 5 would be 'locked'. He could then use say the 4 and the 2 would be locked. Player 2 would then have 1,2,4 available but if he were the last player taking a dice wouldn't lock any. 3) After all players have used up their dice it is the adversary phase. Here the Marked One rolls for each group of enemies on the board (1 for all blue horrors on the board, 1 for all cultists on the board, etc) and then look at the unit's behaviour table. The adversaries will then follow the result and the marked player rolls for them. If there are no enemies then the Heroes take a respite and can heal or search for loots. If 2 respites would happen in a row random stuff happens. Rince and repeat with the next player becoming marked. This continues until either a) a final room has been revealed and the party succeeds, or b) they die a horrible death.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information