What’s on the Table?!

What’s on the Table?!

Warhammer Quest: Darkwater

The green and pustulant waters of… Darkwater flooded the game table last night. We played our first game of WHQDW!

It was fun.  I’m pretty sure we did most things right.  We’ll see how it goes. My first impression is that hostiles get a LOT of activations. In the initial “training” scenario, 3 Mire Kelpies activate (and respawn) after each hero has a go. That keeps you pretty busy. We’ll be up to our ears in it when we graduate to multiple hostile types on the board. Hopefully they don’t all keep respawing too.

We were able to complete the mission and escape on time without too much trouble.

The board-book worked fine.  It was kind of nice actually. We were pleasently surprised with the reasonable amount of time it too to set up and play. WHQ games are fun, but they can take FOREVER to complete. If a game doesn’t wrap up in 2-3 hours, that’s a long time. Sometimes it’s nice to make a night of it, sometimes it’s not.  With Darkwater, I can definitely see us playing two or three missions in a session.  That’s a nice variety.

Speaking of variety, I’m hopeful that the encounter cards have varied and interesting objectives and solutions. The type of flexibility of the board-book and scenario cards really makes Darkwater a sandbox with lots of potential.

I spent New Year’s Day assembling all the minis, so they’re ready to game. I need to get painting.  It’s been months and months since I’ve lifted a brush. Need to get back at it and goopify all these nurgle critters.

All-in-all: fun! I give it a pass.  Though I’m ready for a new quest card.  I’ve spent too much time pre-gaming, looking at that map and scnerario.  Glad to have gotten it to the table, excited for the next challenge. The deck is ready for Act I. Foulhoof doesn’t stand a chance!

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