Dark Souls: The Board Game appears to be the worst kind of adaptation: something that lazily tries to capture a popular creation in look without applying the care to embody its soul. Each rest, replace any face-up encounter cards with new ones from the same encounter level deck. After playing a little with my friends, we kept dying to the boss, so we thought "What would be a fun house rule to make the bosses a little easier, but still hard?" Welcome to Dark Souls: The Board Game. I makes the whole playthough feel more connected and every part relevant, instead of separated independend parts. Dark Souls™: The Board Game Dark Souls™: The Card Game Devil May Cry™: The Bloody Palace Epic Encounters Godtear™ Guild Ball™ Horizon Zero Dawn™: The Board Game Ni no Kuni™ II: The Board Game PAC-MAN™: The Card Game Resident Evil™ 2: The Board Game This reeeeally highlights the fact that buying extra lives is a bad thing. Finally, more than $3.7m was raised. My favourite thing about each expansion is how it adds new campaigns to the game. room 3 would give 2 souls/person, room 4 would give 3 souls/person. It actually makes a massive difference for me personally and takes away that grindy feeling. You would spend 2 or 3 souls to draw from the class loot pile instead of 1. I think this is the easiest way to fix the game with just one very simple rule change. 95. But I do think it highly depends on what type of board gamer you are... some people just want a quick set up and play through and then be done. Because effectively what happens, even if you don't use this house rule, is you clear two or three rooms, reset everything, buy some loot, clear the rooms, reset everything, buy more loot, clear the rooms, reset everything, buy more loot, clear the rooms, on and on and on. Once a room with a completed encounter would be reset, instead of resetting that encounter you discard it and draw a new encounter of the same level. Next you roll an equal amount of green dice to the attack's dodge value (no higher). You'll need it for the final encounter. if i do the 3 encounters leading up to gargoyle 3 times, that's 9 random encounters.. it's a good bit of treasure usually and after i beat the mini boss i just reset to 3 and never buy more. double souls received from encounters, start with half the number of sparks. Board Gaming Ramblings. we're back with more Dark Souls expansions, but was it worth the weight? But this is a board game.. D: "You have at most 1 spark. Gain a spark whenever you retrieve your souls from your corpses. From there, you would block 4 damage out of whatever Sentinal would roll. Like I mentioned in the Dark Souls example about, these rules can ruin your game! I've been playtesting some new house rules in TTS lately. I think the designers wanted you to have multiple gear sets for different encounters, so you could put on your Knight-Killer poison whip or your Sentinel-Killer greataxe as needed. This is especially nice when playing with few players because you'd otherwise probably have to farm through the same level 1 and 2 enocunters ~4 times to thin out the treasure deck enough to let you get to the good stuff after the mini boss. The party that I would DM would just return to the bonfire after each encounter, making sure to use most (if not all) of the souls before heading out to the next encounter. Get it as soon as Mon, Dec 14. Cons: Scales poorly to 4-player games (1 spark … I further expanded on this to make it every damage that the enemy dealt to you would be a blue die. You don't get any extra treasure or extra boss info, and the encounters will be roughly as hard or as easy as the previous ones. Basicaly i think, that the normal mode is very flawed, because you overpower the game way to quick. Created by Steamforged Games. We are back to play and show off another expansion! To deal with the progression you really have to tackle leveling up your stats and the treasure deck. I like the idea of starting the party with 8 souls, which gives you some motivation from square one. Punchboard Media. Dark Souls: The Board Game - Rules of Play says: The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. But it also takes its extreme difficulty and grinding nature as well – making it an incredibly challenging coop , dungeon crawl game that is fun, but not for everyone. In campaign though which stretches over a longer period and is meant to better emulate the video games, having no lose condition is absolutely fine and faithful to the game. Content. I get that most people probably won't play this way, and we limited ourselves once we realised this, but geez this really killed the momentum a bit. When they're turned up, place an open chest instead of a chest or gravestone. It keeps the challenge and will to stay alive with the higher risk due to lower spark count! This stagger skips 1 of their attacks (draw the attack, but nothing happens) allowing some breathing room in the boss fights. That way you can attempt to kill him at the end of each round of encounters instead of farming the maximum number of times first. Cards in Dark Souls the Board Game are covered on this page. Some other suggestions from the comments below: Each rest, replace any face-up encounter cards with new ones from the same encounter level deck. This cuts grinding way down but doesn't give you more total souls. If this wasn't Dark Souls-themed - i probably wouldn't even try to come back to playing this. I actually tried that myself with the encounters and swapping in new ones each time. We only have one, to reduce grindiness without balance change. Only use one of those halves as the main loot pile. We've also considered separating the class loot pile and the main loot pile into two. The game features a "fast set-up, long reveal" mechanism that gets you into the game quickly and builds the location as you explore. Typically after beating the mini boss the tension is gone. You know how to play, how to prioritise gear and use enemy behaviour to your advantage, the only thing that makes you lose is poor encounter RNG or poor loot draws, but even with subpar weapons completing the mini boss is not difficult as almost any weapon+ upgrade is capable of taking down a miniboss. Here’s the Dark Souls pdf, for reference: This board game of exploration and advancement culminates in epic battles with Dark Souls bosses. Campaign mode is also superior because you just dont reset sparks after (mini) boss, but only get one spark as reward. And the starting gear becomes extremely weak the further in you get. Here you can spend souls to upgrade you character. Rules . 4.6 out of 5 stars 67. Any souls you were in possession of are lost … We decided that every time the boss take 10 damage, they get staggered. Your maximum sparks are cut in half (round up). Press question mark to learn the rest of the keyboard shortcuts. Die trying, when you die you will return to the bonfire and everything will have respawned. Bonfire Information Perhaps just using the standard mode number of souls to level up? The game has a huge balance issue around randomness and progression IMO. New comments cannot be posted and votes cannot be cast, More posts from the DarkSoulsTheBoardGame community, Continue browsing in r/DarkSoulsTheBoardGame. I'm really reluctant to make a house rule to any board game before playing a dozen full games, but running the same strategies against the same enemies in the same places was just tedious. When they're turned up, place an open chest instead of a chest or gravestone. They could only use these on leveling up stats. Seems a pretty accurate representation of Dark Souls game mechanics to me! So far I have been using 2 souls for T1 (sell for 1), 3 souls for T2 (sell for 1) and 5 souls for T3 (sell for 2). The mini boss drop 9 souls per player, then that's multiplied by # of sparks remaining. According to the first variation, Sentinal would roll 6 black dice. Before You Play. Put a cap on the total amount of sparks you can buy? "Basically means you are always taking a risk. Tier one encounters give you 2 souls per player, tier two gives you 3, and tier 3 gives you 4. Just double the price every time you use it or make a sliding scale so it gets more costly to do it. Now you may roll dice according to your weapons lowest attack. Content Creators. Then, if you roll successfully on 100% of the dice your parry is successful. Dark Souls™ - The Board Game is a strategically challenging, deeply immersive combat exploration game for 1-4 players set in the Dark Souls™ universe. So here are some rules I've been messing with: Encounters are dealt to each room as per usual and they are flipped and left on the board once defeated. While I don't personally think I'd enjoy the game that way, that's a really cool and interesting adaptation of the rules man. Because the problem isn't just buying sparks to get loot, it's also buying higher tier stats to equip that gear. I've actually been having a lot of fun with the game as it is designed, but I did want to scale the reward up for harder difficulty … I seem to remember in the game there was no lose condition either . Players choose from a number of character classes and explore dangerous locations full of monsters, treasure, and deadly boss fights. This is the best idea and the most simple one I think. Luke reviews Dark Souls: The Board Game, the Kickstarter game from Steamforged Games. The only real issue with this is how lucky you are on that first section. Depending on the campaign you choose there may only be 3 encounters for you. We blasted through the first section and played the second section immediately after where we realised something, and it's kind of a big deal because we realised that the campaign mode has no lose condition... you can't fail it. What I've been trying with the treasure deck is splitting it into 3 tiers. Lastly, not a treasure house rule but a souls house rule. About being able to just grind the gear up with the first two or three encounters of the whole run? Players choose from a number of core character classes and explore dangerous locations full of monsters, treasures, and deadly boss fights. Pros: Easy to explain; eliminates grinding; preserves total souls received; preserves randomness; compatible with shop rules. It wasn't my intended purpose to have such a gap in power, will work on making the rule better. That said, the gameplay is questionable. Botch Games. That’s not the case, as there are enough factors that work as clever ideas but fail to come together in action. The grind is definitely tedious and that's what led to our desire to change things up. About the Game Dark Souls: The Board Game is a strategically challenging, deeply immersive combat exploration game set in the Dark Souls universe. Dark Souls The Board Game Wiki has the best information on weapons, armor, classes, items, locations, secrets, bosses, walkthroughs, and maps. This alone doesn't deal with the grindy nature but it does add variety and randomness so we can do a bit of grinding without it feeling like a slog. Ive just been going over the rulebook to make custom maps and questlines (with npc sidequests in the style of the game) based on lore that hasn't been touched on that much in the main series. The campaign mode fixes this, by making you spent a lot more an items and stats. Created by Steamforged Games. When they made a B-line to the dropped souls, sometimes someone would randomly die and they would watch all of their hard work disappear. Press question mark to learn the rest of the keyboard shortcuts. Boards & Swords. Press J to jump to the feed. I really enjoy your house rule! It is a good representation of the 'video game' mechanics. You don't have limited lives or retries in the video games so we instead use the sparks as a way to increase the difficulty. One party member had never played Dark Souls ever, while another party member started out with 10 souls. Double souls received from encounters, start with half the number of sparks. Seems like you are expected to farm for levels and equipment in order to get further into the game, and in a dice-based board game (where luck wins over skill) - that's just silly. The game features a "fast set-up, long reveal" mechanism that gets you into the game quickly and builds the location as you explore. Tier one is everything with a max stat 20 or less, tier two is 30 or less and tier 3 is 40 or less. Start out with 8 souls, no matter how many players you have. Dark Souls™: The Board Game Dark Souls™: The Card Game Devil May Cry™: The Bloody Palace Epic Encounters Godtear™ Guild Ball™ Horizon Zero Dawn™: The Board Game Ni no Kuni™ II: The Board Game PAC-MAN™: The Card Game Resident Evil™ 2: The Board Game Dark Souls The Board Game is a strategically challenging, deeply immersive combat exploration game for 1-4 players set in the Dark Souls™ universe. I really like this idea honestly. If you manage to kill him early, you don't lose out on all the potential souls you'll likely need for the second half of the game. Once I figure out the souls, treasure and stat progression I'll figure out sparks. An interesting one that one of people I DM for brought up to make the combat harder would be to roll a black die for every damage an enemy would deal to you. The Dark Souls board game is a brutally hard exploration miniatures game for 1-4 players. Press J to jump to the feed. A friend and I decided to play the Four Kings campaign which has 5 sections in it that are ideally played over 5 game sessions. Ooooh I like that!! Every time the boss take 10 damage, they get staggered. At first this didn't seem that bad, but we introduced a house rule where if we could clear a room without using any of our tokens, estus, coin, etc., then we would have that room on "farm" status. Mini Boss should be 14 souls by default. Each enemy drops souls upon death equal to half their HP rounded up. Dark Souls 2 is a bad game - "/v/ - Video Games" is 4chan's imageboard dedicated to the discussion of PC and console video games. This mod has ABSOLUTELY EVERYTHING from Dark Souls the Board Game. The question is how big of a cap are we talking? Most of the game was spent figuring out the rules and debating what the best strategy would be for leveling vs buying gear. I never thought to use the sparks that way, well done! We've played through several times and love the game, but we've implemented a few homebrew / house rules to enjoy it more! I definitely think adding a cap like the poster above you said is the way to go.. Death is the only way to play extra encounters, earn more souls, and buy more treasure. Use those souls to buy gear and level up your character. Me and my friend personally don't use the base spark system. I found this was more fun for the players as they felt more of a sense of accomplishment as the game progressed. This way we have unlimited tries to beat a run and the game gets harder after every mini-boss and boss but it also gives us a reason to not die so we can grind faster, since we don't consider a room to be at farm status ever. 1 soul encounter cards give 2 souls, 2 soul encounter cards give 3 souls, and the large soul encounter cards give 4 souls. And you can do this until you literally buy the whole deck! It just doesn't feel good to me. BTW treasure chest drop loot equal to the encounter level (level 3 encounter would reward 2 T3 treasure). First, you are required to have a minimum dodge value of the attack targeting you. The Bonfire in Dark Souls the Board Game is placed on the starting tile of a game. We also play where we lose every soul we have if we die unless we get back to the encounter again and complete it without dying, and tokens (besides estus) only reset after beating a mini-boss or boss. I don't know. What I found that was kind of strange was that there's very little reason to keep any souls between encounters. We let the mini boss drop 9 * number of players * number of sparks left souls when he's defeated. Meaning if we died on the boss or some higher level encounter, every time we go back to the farm encounter we'd just assume we can … This allotment of the cards in three separate decks in and of itself has been working out pretty well for me, I'm just trying to improve upon it. Dark Souls™: The Card Game is a fresh take on deck evolution with an authentic Dark Souls spin. Before adding your class or legendary loot to the loot pile, shuffle the loot pile and cut it in half. The Cardboard Hoard. In campaign basically the cost of everything doubles. Obviously you have only 5 black dice anyways, but you would reroll one after noting what it was. Dark Souls - The Board Game is a strategically challenging, deeply immersive combat exploration game for 1-4 players set in the Dark Souls universe. In this fast and tactical card game one misstep could be fatal—but the rewards of success are great. Just like in the normal rules, when one player would die, all their souls would drop and the spark counter would go down. In 2016, Steamforged Games launched a Kickstarter campaign to raise $50k for creating the game. For the 'normal' game mode that is intended to be played in a single (albeit long) session a lose condition is fine. 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