Blackstone Fortress Thread
Posted: Thu Apr 23, 2020 2:33 am
Jus suggested a thread over in the "what are you doing" thread, and I have too much time on my hands at the moment (as I suppose many of us do) so here goes.
Blackstone Fortress: What's the Deal?
In case you've been under a rock for the past year and a half, Blackstone Fortress is GW's adventure board game set in the 40K universe, centered, unsurprisingly, around intrepid explorers and a newly-discovered, mostly-inactive, Blackstone Fortress, ripe for the plunder. If you know your 40K lore, you know this is big news. (The galaxy is one fortress short, as Abaddon crashed one into Cadia, which destroyed the planet. That's how powerful they are.)
Here's a supercut of all the pre-release trailers that give the basic background of the game, mostly from Rogue Trader Janus Draik's point of view.
The Game
There are lots of how to play videos out and about, including a slick one from GW themselves, so you can get the idea pretty quickly, but basically it's a narrative dungeon crawl with a "legacy" system. There's no destroying cards or putting stickers on things like Gloomhaven or whatever, but the expectation is that you keep track of each explorer's equipment and upgrades (and potential permanent death - pretty unlikely really, but the danger is there) for your games, and track quest progress and the increasing difficulties associated with your progress. There isn't really character advancement as such, aside from loot you gain and, again, the potential of dying, but the idea is that your copy of the game evolves as you play. You can "reset" and put all the cards back in the box and start from scratch too, and there are options for one-shot games.
The Quests
Each box or expansion has a quest in it, and certain upgrades to your game experience, equipment, new enemies and so forth associated with it. Some are more in-depth than others! Each has a sealed envelope that you get to open at the end, each of which includes one of a pretty large selection of bennies, so basically everybody will be getting a unique experience with "their" copy of the game.
The core box has the quest for the hidden vault, the "basic" game experience, fighting through all kinds of enemies to find the center of the fortress and *spoiler*.
The Dreaded Ambull and Traitor Command expansions have short quests and new enemies associated with their contents, and permanent upgrades to your base of operations if you complete them.
The Escalation expansion has four-and-a-half new explorers (one is a weaker "retinue character" who tags along but doesn't use the full explorer rules) and a new quest to stop the big bad from gaining control of the fortress. Again. It looks to be of similar length to the quest in the core box, and has dungeon mapping and everything.
No Respite has a Death Guard-themed quest, which looks to be a bit more in-depth than the ambull or traitor guard, but less than the core box or escalation. It's also the only expansion to use non-unique miniatures, re-using the easy-build death guard from First Strike. Some Blackstone fans were a bit salty about that, but eh.
Coming soon is the Zoat expansion, with said zoat as another ally character you can get, and the apparently final Ascension expansion, which adds some very large drones.
There are also a couple of card pack expansions, with new loot and new encounters but the reviews I've seen of them are fairly lackluster.
Basically, there's a lot of content out there!
Opinions and Chat
I've just recently finished up the core box quest playing solo (it took me a good few weeks of playing for a couple hours three or four nights a week), and have been having a lot of fun - I'll be starting the Escalation questline next. It's OK as a solo game, since the enemies all activate with semi-random procedural AI ("if this model is two or three hexes from an explorer, roll a d20 on this chart to see what it does" sort of things) so they sometimes act sub-optimally and, strictly speaking, you as the player controlling them can make enemies block each others' paths in a way that's advantageous to you - or you could not! It's not exactly totally dependent on luck, but the difficulty of a given combat will depend a lot on what particular enemies you draw, where they begin relative to your heroes, what they roll on the behavior charts, and who does or doesn't roll crits, so you might have a couple cakewalk fights and then suddenly one that goes south right out of the gate. All the same, I've had fun playing solo, even if you do miss out on the bants that come with, you know, playing a game with other people. It's also a really fun painting exercise, as you get a wide range of cool stuff to paint up - the explorers especially are very much special-snowflake PCs one and all, showcasing some rarely-seen bits of the 40K universe.
Balance and House Rules
Generally, I think balance is fine - having a proper antagonist player will probably help make things more difficult, but the biggest issue is the ability of some of the core set explorers to be permanently boosted after finding certain pieces of loot, which there's no requirement to ever give up. Everyone else has to work for it, fulfilling a usually-pretty-challenging condition, or killing enough enemies, to inspire on their own each time they go into the fortress. Some of the explorers are stronger than others on paper, too, although this is often balanced by support abilities and/or general squishiness. I haven't really felt the need to house rule anything yet, although I may think about requiring perma-boosting explorers to give up their [gollum voice]precious[/gollum] items and re-find them from time to time.
Just to finish with a "let me tell you about my game" story, my hairiest moment so far was when the Navigator got trapped alone in a small room (the door stuck behind him two turns in a row) with an angry chaos lord with a thunder hammer, with predictable results. Fortunately his friends were able to drag him to the lift and revive him after eventually taking the big guy out of action (and getting some hammer to the face themselves), but it was touch and go for a minute.
Blackstone Fortress: What's the Deal?
In case you've been under a rock for the past year and a half, Blackstone Fortress is GW's adventure board game set in the 40K universe, centered, unsurprisingly, around intrepid explorers and a newly-discovered, mostly-inactive, Blackstone Fortress, ripe for the plunder. If you know your 40K lore, you know this is big news. (The galaxy is one fortress short, as Abaddon crashed one into Cadia, which destroyed the planet. That's how powerful they are.)
Here's a supercut of all the pre-release trailers that give the basic background of the game, mostly from Rogue Trader Janus Draik's point of view.
The Game
There are lots of how to play videos out and about, including a slick one from GW themselves, so you can get the idea pretty quickly, but basically it's a narrative dungeon crawl with a "legacy" system. There's no destroying cards or putting stickers on things like Gloomhaven or whatever, but the expectation is that you keep track of each explorer's equipment and upgrades (and potential permanent death - pretty unlikely really, but the danger is there) for your games, and track quest progress and the increasing difficulties associated with your progress. There isn't really character advancement as such, aside from loot you gain and, again, the potential of dying, but the idea is that your copy of the game evolves as you play. You can "reset" and put all the cards back in the box and start from scratch too, and there are options for one-shot games.
The Quests
Each box or expansion has a quest in it, and certain upgrades to your game experience, equipment, new enemies and so forth associated with it. Some are more in-depth than others! Each has a sealed envelope that you get to open at the end, each of which includes one of a pretty large selection of bennies, so basically everybody will be getting a unique experience with "their" copy of the game.
The core box has the quest for the hidden vault, the "basic" game experience, fighting through all kinds of enemies to find the center of the fortress and *spoiler*.
The Dreaded Ambull and Traitor Command expansions have short quests and new enemies associated with their contents, and permanent upgrades to your base of operations if you complete them.
The Escalation expansion has four-and-a-half new explorers (one is a weaker "retinue character" who tags along but doesn't use the full explorer rules) and a new quest to stop the big bad from gaining control of the fortress. Again. It looks to be of similar length to the quest in the core box, and has dungeon mapping and everything.
No Respite has a Death Guard-themed quest, which looks to be a bit more in-depth than the ambull or traitor guard, but less than the core box or escalation. It's also the only expansion to use non-unique miniatures, re-using the easy-build death guard from First Strike. Some Blackstone fans were a bit salty about that, but eh.
Coming soon is the Zoat expansion, with said zoat as another ally character you can get, and the apparently final Ascension expansion, which adds some very large drones.
There are also a couple of card pack expansions, with new loot and new encounters but the reviews I've seen of them are fairly lackluster.
Basically, there's a lot of content out there!
Opinions and Chat
I've just recently finished up the core box quest playing solo (it took me a good few weeks of playing for a couple hours three or four nights a week), and have been having a lot of fun - I'll be starting the Escalation questline next. It's OK as a solo game, since the enemies all activate with semi-random procedural AI ("if this model is two or three hexes from an explorer, roll a d20 on this chart to see what it does" sort of things) so they sometimes act sub-optimally and, strictly speaking, you as the player controlling them can make enemies block each others' paths in a way that's advantageous to you - or you could not! It's not exactly totally dependent on luck, but the difficulty of a given combat will depend a lot on what particular enemies you draw, where they begin relative to your heroes, what they roll on the behavior charts, and who does or doesn't roll crits, so you might have a couple cakewalk fights and then suddenly one that goes south right out of the gate. All the same, I've had fun playing solo, even if you do miss out on the bants that come with, you know, playing a game with other people. It's also a really fun painting exercise, as you get a wide range of cool stuff to paint up - the explorers especially are very much special-snowflake PCs one and all, showcasing some rarely-seen bits of the 40K universe.
Balance and House Rules
Generally, I think balance is fine - having a proper antagonist player will probably help make things more difficult, but the biggest issue is the ability of some of the core set explorers to be permanently boosted after finding certain pieces of loot, which there's no requirement to ever give up. Everyone else has to work for it, fulfilling a usually-pretty-challenging condition, or killing enough enemies, to inspire on their own each time they go into the fortress. Some of the explorers are stronger than others on paper, too, although this is often balanced by support abilities and/or general squishiness. I haven't really felt the need to house rule anything yet, although I may think about requiring perma-boosting explorers to give up their [gollum voice]precious[/gollum] items and re-find them from time to time.
Just to finish with a "let me tell you about my game" story, my hairiest moment so far was when the Navigator got trapped alone in a small room (the door stuck behind him two turns in a row) with an angry chaos lord with a thunder hammer, with predictable results. Fortunately his friends were able to drag him to the lift and revive him after eventually taking the big guy out of action (and getting some hammer to the face themselves), but it was touch and go for a minute.