Beruflich Dokumente
Kultur Dokumente
2
Welcome to the PDF version of my Notion-based Rules + Order of Play for Blackstone Fortress,
designed to compliment the Blackstone Fortress box set, and streamline the game-play
experience.
A: EXPEDITION
B. PRECIPICE
D. COMBAT TURN
A: EXPEDITION
1. Exploration step
● Challenge
● Combat
2. Recovery step
MUST RETURN TO PRECIPICE + MAKE RECOVERY ROLLS IF ALL EXPLORERS OUT OF ACTION AT END OF A COMBAT.
OTHERWISE...
1. Recovery Rolls:
RETURN TO PRECIPICE AT THIS POINT IF AN EXPLORER DIES OR IF GROUP WISHES TO ABORT EXPEDITION
2. Vitality Rolls
● Grievous wounds cannot be healed during an expedition unless otherwise stated on explorer card.
● Roll explorer Vitality dice for any explorers who have obtained wounds during the Exploration step:
3. Leadership step
2. Legacy step
3. Trading step
1. Set up ships
2. Explorer actions:
Trading Cards
Explorers on same expedition can exchange / give away discovery cards, resource cards and/or Stronghold artefact
cards:
Set up
1. Shuffle Encounter Deck and draw card for each discovery marker
○ First combat of an expedition = Traitor Guardsmen / Negavault Cultists / Ur-Ghuls / Spindle Drone cards
● Attack rolls
○ If an attack involves more than 1 dice, roll both and choose best result.
○ Failure = miss
○ Success = Inflict 1 wound (1 point damage)
○ Critical Success = Inflict 1 grievous wound (3 points damage)
● Cover
● Hex limits
● Line of sight
● Movement (explorers)
○ When you move an explorer into a hex adjacent to a hostile, this ends that explorer’s move and it must
halt.
○ If an explorer starts a move in a hex adjacent to a hostile, they can move normally (unless they move
into a hex adjacent to another hostile)
● Overwatch triggering
● Stunned
1. Destiny phase
2. Initiative phase
1. Activation rolls
2. Initiative
3. Covering fire
○ Two explorers visible (line of sight) to each other can swap position of initiative cards on combat track
4. Gambits
○ Explorer spends one activation dice per gambit (can attempt multiple times)
○ Roll dice according to Agility value:
■ Failure = no change
■ Success = swap with closest hostile
■ Critical = swap with any hostile
3. Activation phase
Explorer Actions
● Recuperate (1+)
○ Cannot use if out of action
○ Grievous wounds cannot be healed unless stated
○ Make vitality dice roll:
■ Failure = nothing happens
■ Success = remove 1 wound
■ Critical = remove up to 2 wounds
● Move (1+)
○ Move up to Move value
● Aim (1+)
○ Spend dice before weapon action - ignore cover
● Search (4+)
○ Draw a discovery card on discovery marker tile - must not be adjacent to visible hostile
● Summon (4+)
○ Call maglev transport - must be adjacent to portal
● Overwatch (2+)
○ Use any remaining 2+ dice
○ Reduce value by 1 to determine attack(s)
REMEMBER!
Inspiration roll
● Make inspiration roll at end of activation if any hostiles killed (only during activation)
● Roll Blackstone dice:
If equal or less than combined wounds of slain hostiles = gain 1 inspiration point
Hostile Group Actions
1. Reinforcement roll
If any (or all) hostiles in group have been slain, roll Blackstone dice:
2. Behaviour rolls
Roll Blackstone dice and check value against hostile group card:
● Advance
○ Move towards closest explorer and attack if in range + visible if possible
● Aim
○ Attack the furthest in range + visible explorer if possible
○ Ignore cover
● Charge
○ Move towards closest explorer
○ Attack adjacent + visible explorer
○ If NA - move towards closest explorer again (but don't attack)
● Fall Back
○ Double move value
○ Move to hex not visible to explorer
○ If not possible, attack closest in range + visible explorer
● Hold
○ Do nothing
● Onslaught
○ Attack closest explorer in range + visible.
○ Then attack again (can be different explorer if equally close or if first taken out)
● Sneak
○ Move that ends as close as possible to an explorer without entering visible hex (up to max move value)
3. Use inspiration points (OPTIONAL)
4. Event phase
If all Explorers out of action or in Maglev, combat ends - return to Expedition steps.
If continue, make Event roll:
● 1 = All Is Dust
If any discovery markers are still on the battlefield, the leader must discard one of them. If there are no
discovery markers, each explorer loses 1 inspiration point, to a minimum of 0.
● 15-17 = Inspiration
The leader picks and explorer to receive 1 inspiration point.
● 20 = Lucky Find
The leader picks and explorer, who draws a discovery card.