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RULES·WHITE DWARF 519

A New Quest

December 2025·pp. 10–19

THE SHORT VERSION

Games developer John introduces Darkwater’s cooperative adventure through the corrupted Jade Abbey. Its core action system makes each turn a small puzzle: heroes choose Move, Attack or Aid, but must expend another available ability card to power the choice. New players begin with a modest set of options, then gradually acquire the tools needed for harder encounters.

The game’s three acts use a shorter, repeatable expedition structure with different encounters, events, rest sites and bosses appearing on later runs. Rewards combine equipment and character traits, allowing experienced players to build powerful combinations, while the four starting heroes demonstrate distinct styles and three additional heroes can be unlocked after the first act.

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Find this article in White Dwarf 519, pp. 10–19.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.