


This is because the GW has created a system where the possibilities for any trial are highly variable.

You can play the same scenario over and over again, and it will feel drastically different every time. It feels a little like the monster activations in the D&D board games, although this is much more unpredictable and wild.Īs befitting a shrine to the Changer of Ways, the Silver Tower is a mercurial setting. When it’s a monster’s turn, they will roll a d6 and consult a table on their description that says how they will behave this round. Monsters are spawned when certain rooms come up.

There is also a common pool of dice the players can draw from, which are rolled at the beginning of the round. Moving and exploring only require a die showing 1 or more pips, but stronger actions will require larger roles. At the beginning of the their turns, players roll four dice that will be used to take different actions. The backbone of the game is the action dice system. The players are presented with a series of trials in which they recover artifacts, along the way gaining skills and treasures that will help them in their endeavors. The players are all heroes in GW’s new Age of Sigmar, having entered the Silver Tower, realm of the Tzeentch and his Gaunt Summoner. It’s a dungeoncrawl that manages to lean into the gamier elements of the genre, giving something that works best in a board game form, rather than a game that tries hard to work in another medium. The first game in the series, Silver Tower, arrived almost a full year ago, and it has risen to be one of my favorite board games of the past year or so. It’s into this crowded market that Games Workshop decided to reboot their classic Warhammer Quest franchise. Any new entry into the genre has to justify its own existence to some extent, and even then there are only so many hours in the week to spend slicing goblins. There’s the classic black humor of Dungeonquest, the accessible bread-and-butter D&D Adventure System, and longer campaign-based systems like Descent and its children. But it’s also getting obvious that there are a lot of ways to go about it these days. There’s something primal about taking a muscle-bound hero down a corridor and hacking away at monsters for a couple hours. Don’t get me wrong, I’m not really complaining. Sometimes I fear that board gaming, as a hobby, has reached peak dungeon crawl. Games Workshop fired a shot across the bow of every dungeon crawl ever.
