The widespread criticisms of the Warhammer Quest Adventure Card Game rule book are justified--few games that I've played are made harder to learn by the included guide than is this one. Primarily, the table layout and flow of the game (especially engagement and combat) should have been detailed with examples that last full turns of a full game: Without online excursions, I would be playing this game incorrectly. I learned much heavier games like Mage Knight, D-Day at Omaha Beach, Conflict of Heroes, Advanced Squad Leader Starter Kit 1 & 2, Thunderbolt Apache Leader, and many others from the rule book alone, which is my preferred method.
In any case, this irritating obstacle is a hindrance to what eventually turns out to be a very fun dungeon crawler that has nice artwork, a wry sense of humor, atmosphere, and excitement. The creatures are distinct, and their programming with counterattacks as well as multifaceted activations (wherein foes advance, retreat into the shadows, hurt heroes, hurt their own peers, exhaust heroes, etc.) give them a whole bunch of personality, which only enriches the game world. The customized dice are also clever, and like many, I relish the opportunity that exploding dice may bring. At times, a critical hit is the lone hope of an overwhelmed hero.
Other than the rulebook, I don't have many criticisms, though I'd rather my character simply dies when defeated, rather than continue forward...with impediments to another quest. It took more effort than it should have to internalize this fairly straight forward game, but ultimately, the detailed environments, the strategic dilemmas, the rich art, the sturdy components, and the well-programed villains make the effort worthwhile.