skip to main content

Cursed City - Nightwars

By David G. Paul · 15th Sep 2022 · 1 minute read

When Games Workshop announced Warhammer Quest - Cursed City, it reminded me of Mordheim, a game I really liked the aesthetic of, but never got to play. This being a Warhammer Quest game it would be one with a strong narrative, and there was promise of expansions, just like Blackstone Fortress had. When Cursed City was released it sold out fast, and they changed their messaging. It was then claimed it was always going to be a limited release. People were shocked, and there was a lot of speculation about what went on. Shortly after we then saw new miniatures released for Soulblight Gravelords that felt like they must have been for a planned expansion that

Warhammer Quest: Cursed City – Nightwars picks up where Cursed City left off, continuing the narrative with new journeys, powerful upgrades, and new rules for horrific enemies that a valiant adventuring party can fight during the Curse of Night Unending. In the darkness suffocating Ulfenkarn, one guttering beacon of light stands alone – a survivor’s enclave, named Haven. What’s more, three vampiric lords have arrived in the Cursed City with plans for the throne of the Ebon Citadel – abandoned after a certain bestial vampire was sent packing with his tail between his legs. To flush these new vampires out, your heroes must undertake new Journeys exclusive to Nightwars. Wipe out Lady Annika the Thirsting Blade’s vampiric taint from Ulfenkarn, disable Carmilla DuSang’s information networks, and raze the vermin-infested territory of Kritza, the Rat Prince. Then, face off against each one in a climactic and bloody Decapitation.