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Warhammer Quest review

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  • Warhammer Quest review

    The roll of the dice is the beating heart of games. Before there were joypads, there were dice and counters and boards, and random chance trumped player skill every time. Nobody won Snakes & Ladders through superior tactics, and even in later board games where strategy was possible, picking the wrong card or rolling the wrong total could still unravel your best-laid plans.
    It is, much like life itself, blatantly unfair. Your hopes and dreams crushed without a thought because a battery of tiny variables - the speed of a hand, the contours of a fingertip at the point of release, the flow of air over tumbling cubes, the microscopic divots and peaks of a table top - all conspire to deliver a one instead of a six.
    Warhammer Quest feels a lot like that, which is unsurprising since it's an iPad adaptation of a board game. A fairly obscure 1995 Games Workshop board game at that, but one that seems - on the surface, at least - like a perfect candidate for the tablet experience. As developed by Rodeo Games, Warhammer Quest is a fast-paced, turn-based dungeon crawler in which your goal is no loftier than the accumulation of riches and experience (which you use to become stronger in order to loot more riches).
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