Warhammer Fantasy Roleplay Starter Set (Fourth Edition)
NB: All orders of this product include a PDF copy sent via email
The Warhammer Fantasy Roleplay Starter Set contains everything needed to bring the grim and perilous world of Warhammer Fantasy Roleplay to life. Whether roleplaying for the first time or preparing for your next epic campaign, this box is for you.
With over a hundred pages of adventures, rules, and setting, as well as maps, handouts, custom dice from Q WORKSHOP, advantage tokens, rules references, ready-made characters, a simple GM screen, and more, this boxed set is the perfect starting point for anyone interested in WFRP.
The Adventure Book invites players of all experience levels into the rich, roleplaying playground of Ubersreik. For beginners, the starter adventure, Making the Rounds, introduces the harsh realities of life in the troubled fortress-town and takes you step-by-step through the rules. For more experienced hands, there are 10 scenarios aimed to expand your Warhammer Fantasy RPG games, offering new locations, new characters, and new horrors to uncover. Coming in at 40 pages, The Adventure Book is the ideal launching point for any new campaign, and can keep your WFRP group busy for several months.
The 64-page A Guide to Ubersreik highlights the bloody history and recent invasion of Ubersreik, examines more than 70 locations in the troubled town, details the surrounding fiefdoms, and introduces a wide array of antagonist cults at large in the area. In addition, each entry comes with two adventure hooks, meaning every location, character, and political pitfall the book presents has examples of how to use them on your games of WFRP.
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Boxed set includes:
- Read This First! Introduction Sheet
- 6 Ready Made Characters
- The Adventure Book, containing 11 adventures
- A Guide to Ubersreik
- 3 Rules Reference Sheets
- 3 Handout Sheets
- 49 Advantage Tokens
- 4 Highly Detailed Maps
- 2 Custom Dice from Q Workshop
- A Simple Gamesmaster Screen
Quickview Card & Dice GamesYou are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive. In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e. two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a distinct set of powers. When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence - that is, a face-down character - wins the game.
Quickview Card & Dice GamesWho will discover the ancient civilizations? Two explorers embark on research journeys to remote corners of the world: the Himalayan mountains, the Central American rainforest, the Egyptian desert, a mysterious volcano, and the bottom of the sea. As the cards are played, the expedition routes take shape and the explorers earn points. The most daring adventurers make bets on the success of their expeditions. The explorer with the highest score after three rounds of expeditions wins. The rules of the game are simple, but beware: The lost cities hold many unseen mysteries!
Quickview Big Potato Games, Card & Dice Games, Party GamesEveryone knows the secret word for the round except for the Chameleon. But who is the Chameleon? Each round, every player gets to say just one word to each other in order to prove their innocence and single out the imposter. Choose a word that’s too obvious and the Chameleon might catch on. Choose a word that’s too vague and people might start thinking that you’re the guilty one. Players will need to use all their cunning, team work and witch-hunting skills if they want to succeed. If you’re the Chameleon, however, the rules are much more simple. Don’t. Get. Caught.
Quickview Board Games, Card & Dice GamesIn Doomseeker, 2-4 players assume the role of Slayers to battle the monsters of the Old World and find a worthy death. Players will slay many foes, hoard gold, and purchase deadly new weapons. If lucky, players will find their deaths at the hands of an epic and terrible foe. The game’s rich contents are fully illustrated and bleed the raw chiselled flavour of the Warhammer Slayers. Fate cards can influence the outcome of battles for the player, or their opponents. The Doom Deck provides the monsters, beasts, and other denizens of the Warhammer world that each Slayer will seek to overcome to obtain gold and renown. With gold earned, a Slayer can purchase weapons and artefacts from the Treasure Deck that can aid them in battle, from rune encrusted axes to cleave your foe, to a hearty cask of Bugman’s finest! Each player faces battle until that fateful encounter that results in their death. Even in death, however, the player can still play Fate cards and influence battles. Betting amongst the dead is encouraged as well, as each bet placed and won earns that player more renown. Once every Slayer meets their end, or if there are no more Dooms with which to battle, the winner is the Slayer with the most renown. Only the greatest of Slayers will rest in victory!