Abominable Twists: Using Abominable Intellect in Games of Blackstone Fortress | My Favourite Twists
Always Board Never Boring isn't a big fan of Abominable Intellect, but the twists are quite useful for mixing up gameplay and adding new challenges. In this video, he reinforces the importance of not spending stupid amounts of money on this expansion, and then lists his top 20 Abominable Intellect twists that can make games of Warhammer Quest: Blackstone Fortress more fun. The full list is reproduced below.
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And here's the transcription of all 20 Abominable Intellect twists:
Bleeding out: Treat the Recuperate (1+) action as Recuperate (4+) in this combat.
Uneven footing: In this combat, explorers with Agility D12 have Agility D8, and explorers with Agility D8 have Agility D6.
Low lighting: In this combat, add 1 to the cost of all weapon actions that target a hostile at Range 2 or more, to a maximum cost of 6+.
Dying blows: Roll the Blackstone Fortress dice each time a hostile is slain in this combat, before it is removed from the battlefield; if the result is 18+ one adjacent explorer suffers one wound.
Slow start: Explorers are no longer inspired - flip their character card. Each explorer loses their inspiration points.
Horrifying regeneration: Remove one wound counter from each hostile after the destiny phase in this combat.
Out of time: To attempt a gambit in this combat, the player who controls the explorer must spend one activation dice with a value of 4+ instead of any activation dice on their character card.
Rising frenzy: Add 5 to all hostile behaviour rolls in this combat (to a maximum of 20).
Flush them out: Explorers do not receive the benefit of cover in this combat.
Endless waves: In this combat, at the end of the destiny phase, return 1 slain hostile from each hostile group to the battlefield as reinforcements.
Soulgraft: Each time a hostile is slain in this combat, each other hostile heals 1 wound.
Enhanced weapons: Each explorer has Defence D6 in this combat.
Eager for Blood: In this combat, replace any "hold" results on behaviour tables with "advance."
Blasé: When making an inspiration roll in this combat, that roll must be equal to or less than the highest Wounds value of a single hostile slain by that explorer during their activation, instead of the total combined Wounds value.
Inescapable blows: Treat critical successes as successes in defence rolls for explorers in this combat.
Unprepared: In step 2 of each initiative phase, the hostile initiative cards are shuffled and set up first. Then the explorers' initiative cards are shuffled and set up along the remaining spaces of the combat track.
Panicked shots: Treat the Aiming (1+) action as Aiming (4+) in this combat.
Dulled reflexes: Reduce the value of overwatch dice by 2 instead of 1 in this combat (first remove any dice with a score of 1 or 2).
Wave after wave: Subtract 10 from all reinforcement rolls in this combat (to a minimum of 1).
Missed opportunities: Inspiration points cannot be spent to re-roll action dice in this combat.