Warhammer Quest: Pits & Traps
BGG rating
7.7

Expansion for Warhammer Quest

Warhammer Quest: Pits & Traps

2000

Rules assistance for Warhammer Quest: Pits & Traps

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–5 players
  • 120 min

Rules assistant for Warhammer Quest: Pits & Traps

What would you like to know?

Answers come from the official rulebook, with the page to check.

Warhammer Quest: Pits & Traps is an expansion for Warhammer Quest released in 2000 for 1–5 players and 120 minutes per game. Its main mechanics are Role Playing, Modular Board, and Cooperative Game.

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About the game

This expansion was originally available only through mail-order and is now out of print. From the rulebook: Pits & Traps is a Warhammer Quest supplement that allows any party of adventurers that is bold enough to add two new areas to any dungeon they explore. While the new areas are dangerous, they offer rich rewards to those brave enough, or foolhardy enough, to venture into them. When you use the new board sections it is assumed that the builder of the dungeon has decided to protect his lair (i.e. the objective room) with an additional ante-chamber protected by some of his fiercest warriors. He has also built in a short-cut to the objective room, concealed by secret doors, which leads to another part of the dungeon closer to the exit. Obviously only a great, powerful and, above all, rich individual could afford such safe-guards, so the rewards you expect to find at the end of the dungeon are somewhat greater than they would normally be.

Questions and answers

Warhammer Quest: Pits & Traps supports 1–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.