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GTM #212 - Warhammer Quest: Shadows Over Hammerhal Board Game
Reviewed by Thomas Riccardi

During the Age of Sigmar, Hammerhal, a once great city, stood, forged in the image of Azyrheim, the seat of the god king’s power. Behind its walls everything can be found — from the gleaming spires of the Golden Path to the shrouded pathways of Ghyra-un-Tyr. However, even such a city of grandeur lies a dark secret and only the brave can tread through those halls. Four heroes are drawn to Hammerhal in order to put an end to an evil that will encompass the entire land. Will our heroes be successful or will they succumb to the blight that secretly infests the city? This is the setting of the Warhammer Quest board game, Shadows of Hammerhal.

A companion to the first game in the series, the Silver Tower, Shadows over Hammerhal is a complete, standalone game, and while you don’t require it to play, you can introduce the characters from the Silver Tower into this boxed campaign, and vice versa, for a unique experience. Shadows over Hammerhal is designed for 2 to 5 players, where one side guides the heroes exploring the city, both above and below, while the other controls the monsters and foes they will ultimately face.

Everything you need to play through adventures in the city of Hammerhal is contained within. There are 31 miniatures consisting of the four heroes (Loremaster, Cogsmith, Black Ark Fleetmaster, and a Lord Castellant with a group hound) and the numerous foes you’ll face on your journey, ranging from blood reavers and kairic acolytes, to putrid blightkings and even a powerful chaos sorcerer lord! Also included are dice, counters, and cards, plus several rules books.

The first book is a guidebook detailing the background information on the city itself, as well the rules on how to play the game. The rules are straightforward as you set up which adventure you want to play. One player controlling the heroes is assigned to be the torchbearer, the first adventurer to enter the dungeon. Turns are broken up into four phases and those are: 

  • Destiny Phase: Each round starts with the torchbearer, rolling the five destiny dice and placing them on the fate board. After all (or none) of the dice are used, an unexpected event occurs in the dungeon. The gamemaster rolls on the table in order to discern what event takes place.
  • Hero Phase: This is the phase where the heroes move their characters throughout the dungeon, take actions, search for gold, and attack targets. Attacking is performed by rolling the dice, and if it’s lower than the weapon’s hit value, it misses. Each of the models has a vigour stat and if it exceeds that value the opponent is slain and removed from play.
  • Adversary Phase: The gamemaster performs similar actions, however, he can also call in for reinforcements and set up ambushes. If the ambush is successful, the gamemaster can take a turn immediately without giving the heroes time to react.
  • End Phase: After all the players have taken their turns, the torchbearer card is passed to the player on their left. Also, heroes can exchange gold or treasure between each other during this phase, as well as ascend or descend stairwells.

The remainder of the guidebook serves as a painting guide, featuring detailed instructions on how to paint each of the miniatures and what Citadel paints to use.

The next book is the Adventure Guide, which is primarily for the gamemaster’s use. This shows the gamemaster how to set up each of the dungeons, as well as what monsters he has access to. There are eight dungeons in total, which can be played either individually or part of a greater campaign. The third book is a step-by-step miniatures assembly guide.

Warhammer Quest: Shadows over Hammerhal is a worthy successor in the Warhammer Quest line as it contains a great setting, finely sculpted miniatures, and easy-to-learn rules. For more information on this and other product head over to www.gamesworkshop.com and get ready to explore the city of Hammerhal!

Fast Facts:

  • Number of Players: 2-5
  • Duration: 60-120 minutes
  • Age: 12+
When not writing or playing games, Thomas Riccardi can be found in Sacramento preparing for the day when zombies, vampires, or aliens invade.