DarkSOuls TheSunlessCity Rulebook
DarkSOuls TheSunlessCity Rulebook
Contents
Introduction . . . . . . . . . . . . . . . 3 Playing the Game. . . . . . . . . 15 Enemy Turns. . . . . . . . . . . . . . 24
Game Contents. . . . . . . . . . . . . 4 Winning and Losing the Game. . . . 15 Enemy Data Cards . . . . . . . . . . . . . 24
Characters. . . . . . . . . . . . . . . . . . . . . 4 Overview. . . . . . . . . . . . . . . . . . . . . 24
Enemies. . . . . . . . . . . . . . . . . . . . . . . 4 The Campaign Dashboard. . . . 16 Enemy Movement. . . . . . . . . . . . . . 24
Bosses . . . . . . . . . . . . . . . . . . . . . . . . 5 Exploration Basics. . . . . . . . . . . . . . 16 Enemy Attacks . . . . . . . . . . . . . . . . 25
Treasure Deck. . . . . . . . . . . . . . . . . . 5 Getting Underway. . . . . . . . . . . . . . 16 Resolving Enemy Attacks. . . . . . . . 25
Cards. . . . . . . . . . . . . . . . . . . . . . . . . 6 Encounter Cards. . . . . . . . . . . . . . . 16 Enemy Attacks During Movement. 25
Tokens and Terrain Elements. . . . . . . 6 The Bonfire . . . . . . . . . . . . . . . . . . . 26
Dice. . . . . . . . . . . . . . . . . . . . . . . . . . 6 Encounters . . . . . . . . . . . . . . . 17 Restin g at the Bonfire. . . . . . . . . . . 26
Setting up Encounters. . . . . . . . . . . 17 The Firekeeper. . . . . . . . . . . . . . . . . 26
Characters. . . . . . . . . . . . . . . . . 8 Turn Order . . . . . . . . . . . . . . . . . . . 17
Special Rules and Keywords . . . . . . 17 Returning to the Bonfire. . . . . 26
Treasure Cards. . . . . . . . . . . . . 10 Using the Timer Track. . . . . . . . . . . 18 Blacksmith Andre. . . . . . . . . . . . . . 27
Equipment. . . . . . . . . . . . . . . . . . . . 10 Ending an Encounter . . . . . . . . . . . 18 Resuming Exploration. . . . . . . . . . . 27
Upgrades. . . . . . . . . . . . . . . . . . . . . 10 Rewards. . . . . . . . . . . . . . . . . . . . . . 19 Losing the Game. . . . . . . . . . . . . . . 27
Embers. . . . . . . . . . . . . . . . . . . . . . . 10 Event Cards. . . . . . . . . . . . . . . . . . . 19
Boss Encounters . . . . . . . . . . . 28
Tiles and Nodes. . . . . . . . . . . . 11 Character Turns. . . . . . . . . . . . 20 Boss Basics. . . . . . . . . . . . . . . . . . . . 28
The Basics . . . . . . . . . . . . . . . . . . . . 11 Overview. . . . . . . . . . . . . . . . . . . . . 20 Tiles During Boss Encounters. . . . . 28
Movement. . . . . . . . . . . . . . . . . . . . 11 The Upkeep Phase. . . . . . . . . . . . . . 20 Boss Data Cards . . . . . . . . . . . . . . . 28
Range. . . . . . . . . . . . . . . . . . . . . . . . 11 The Action Phase. . . . . . . . . . . . . . . 20 Behaviour Cards . . . . . . . . . . . . . . . 28
Node Model Limits. . . . . . . . . . . . . 11 Character Movement. . . . . . . . . . . . 20 Boss Arcs. . . . . . . . . . . . . . . . . . . . . 29
Terrain. . . . . . . . . . . . . . . . . . . . . . . 12 Character Actions. . . . . . . . . . . . . . 20
Character Attacks . . . . . . . . . . . . . . 20 Boss Turns. . . . . . . . . . . . . . . . 30
Getting Started. . . . . . . . . . . . 14 Equipment Modifiers . . . . . . . . . . . 21 Overview. . . . . . . . . . . . . . . . . . . . . 30
Choosing Characters. . . . . . . . . . . . 14 Pushes. . . . . . . . . . . . . . . . . . . . . . . 21 Boss Movement. . . . . . . . . . . . . . . . 30
The Campaign Dashboard and Conditions. . . . . . . . . . . . . . . . . . . . 21 Boss Specific Movement Symbols. . 30
Setting Up. . . . . . . . . . . . . . . . . . . . 14 Weapon Special Abilities. . . . . . . . . 22 Boss Attacks . . . . . . . . . . . . . . . . . . 30
Tokens. . . . . . . . . . . . . . . . . . . . . . . 14
Defeating Bosses. . . . . . . . . . . 31
The Titanite Demon . . . . . . . . . . . . 31
Dragon Slayer Ornstein and
Executioner Smough . . . . . . . . . . . . 31
2
Introduction
Once, at the dawn of time as humanity reckons it, the four lords rose from oppression, to stand
alone against the immortal dragons. Their conflict was not a short one; yet after untold ages,
at last they claimed great victory, driving their foes from the world.
In this new age, the greatest of their number, Lord Gwyn, founded Lordran, the most proud
kingdom the world shall ever see. His court was to be found in The Sunless City, the shining
jewel of that most magnificent land, where sacred spires and legions of knightly orders were
bathed perpetually by golden light.
Yet, the dominion of flame could not last. As the First Flame sputtered and died, Lord Gwyn
divined that he must sacrifice himself to prolong the light. And in that moment, Lordran was
doomed to slow decay.
In the ensuing time the Curse of Undeath wrought ruin upon the world. Although The Sunless
City remains it is shrouded now only by false light, an illusion created to hide the deceit of
an empty throne. In halls where once nobility reigned only lonely guardians and spirits now
roam, seemingly unaware or uncaring of the tragic fate of the world, and the pale existence left
to them in the ashes of a dead kingdom.
DARK SOULS: The Sunless City is a cooperative dungeon crawl board game for
1–3* players, culminating in an epic boss battle against Dragon Slayer Ornstein and
Executioner Smough. To be successful players must work together, defeating their
enemies by learning attack patterns and weaknesses.
If a character dies, all is not lost, but there will be a cost. Each time a character is
killed, the whole party must return to the bonfire, and each encounter resets. Visit the
bonfire too many times and it will burn down to embers, leaving the characters lost to
eternal darkness.
Prepare to die.
*If players have a copy of DARK SOULS: The Board Game or an expansion with
additional characters, this game can be experienced by up to four players.
3
Game Contents
Characters
4 6 9
Base Tier 1 Tier 2 Tier 3 Explosive Base Tier 1 Tier 2 Tier 3 Base Tier 1 Tier 2 Tier 3
Perseverence Berserk
Firepower Charge
Each character
gains 2 stamina. This character’s next Strength This character’s
Strength attack with the Strength
next attack gains
symbol gains an and does not cost
additional . stamina. Before
making the attack,
Dexterity Dexterity they can be placed Dexterity
in an adjacent node.
Enemies
4
Bosses
Treasure Deck
30x Class-specific Treasure cards 45x Common Treasure cards 4x Legendary Treasure cards 6x Boss Treasure cards
Titaite Demon
Boss Treasure
5
Cards Dice
5x Mimic cards
5x Black 4x Blue
2x Orange 4x Green
29x Encounter cards
30x Event cards
3x Treasure 5x Gravestone 8x Barrel 1x Turn 3x Lever 2xEnvoy 22x Trap 1x Fang 2x Boss
chest tokens tokens tokens Tracker token tokens Banner token tokens Boar token dial
2x Mimic 1x Sentinel
token token
4x Crossbow 4x Hollow
Hollow tokens Soldier tokens
1x Campaign board
6
7
Characters
Character Dashboards Equipment Slots
Each character has a unique dashboard which includes Character dashboards have dedicated slots for different types
the following information. of cards.
1. Name and symbol Armour cards have an armour symbol , and must go in the
2. Taunt level armour slot.
3. Equipment slots
a. Armour slot Weapon cards have either the or symbol and go in either
b. Backup slot of the hand slots. If a card is placed in a hand slot, the other
c. Hand slot hand slot must be empty.
4. Luck token slot
5. Estus Flask token slot The backup slot can hold up to two cards of any type.
6. Ember token slot
7. Heroic action token slot Cards in the armour and hand slots are always considered
8. Heroic action rules to be equipped. Cards in the backup slot are never
9. Stat progression track considered to be equipped.
10. Endurance bar
4 5
2
3 6 7
3a 1 3b
Dexterity
3c 3c
Intelligence
Faith
10
8
Stat Progression Track Character Tokens
The stat progression track lists the character’s base strength, There are four different types of character token. Each has a
dexterity, intelligence, and faith stats, and the upgrade tiers and ready and used side, and an effect, detailed below. A token’s effect
values for those stats. can only be used if the token’s ready side is face up.
Stats must be upgraded in ascending order—i.e., to upgrade to A character can only have one of each token type on their dashboard.
tier two, the character must first have upgraded to tier one. When
a character upgrades a stat, they punch out the corresponding Heroic Action
square from their dashboard, flip it over, and push it back into At any time during their turn, a character can
the vacant slot with the upgraded side showing in gold. flip their heroic action token to the used side to
resolve the heroic action on their dashboard.
Characters can only upgrade when they rest at the bonfire.
Estus Flask
At any time during their turn, a character can flip their
The starting stats for each character are as follows.
Estus Flask token to the used side to remove all stamina
and character wound tokens from their endurance bar.
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Dexterity 11 17 26 34
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Intelligence 8 12 20 29
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9
Treasure Cards
Equipment Upgrades
Equipment includes weapons, armour, shields, and spells, and Upgrade cards are used to enhance equipment. There are two
governs a character’s combat capabilities. Each equipment card types of upgrade cards.
includes the following information.
cards are used to upgrade weapons.
1. The equipment’s name.
2. The card’s type. cards are used to upgrade armour.
3. The equipment slot the card goes in on a character’s
dashboard. Upgrades can only be added to or removed from equipment
4. Which set of DARK SOULS: The Board Game the card is from. when the party is resting at the bonfire.
5. The range of the action or attack option(s) on the card.
6. The minimum stat requirements a character must meet before
they can equip the card.
7. The attack options a character can perform if this card is equipped.
8. The equipment’s block value.
9. The equipment’s resist value.
10. The equipment’s dodge value.
11. The number of upgrade slots the equipment has.
1
5 2
3
6
4 Weapon upgrade card Armour upgrade card
Embers
7 When an ember card is drawn, the players can
either choose a character to immediately resolve
the text on the card, or place it in the inventory.
8 9 10 11
Ember card
10
Tiles and Nodes
The Basics The edge of each tile is a wall, which models cannot move across.
Models can only move between tiles by using doorway nodes,
The action in DARK SOULS: The Sunless City takes place on the which allow them to leave their current tile and be placed on an
game’s tiles. adjacent doorway node on another tile. After the model is placed
it must stop its movement.
Each tile has a number of nodes, used to measure
movement and range. Models are always placed
on nodes.
An attack or effect with ∞ can affect any model on the same tile.
If there are three models on a node and another model moves onto
that node, the players must choose a model already on the node
and place it on an adjacent node to make way for the new model.
11
Terrain
Terrain is represented by tokens. Individual encounter cards will
indicate when and where to place a token. Each token occupies Chests
a single node.
Models cannot move onto a node containing
a chest.
Terrain features come in the following types.
Chests always begin encounters with the
closed side face up. A character in an adjacent
Gravestones node to a closed chest can spend their action
Models cannot move onto a node containing a gravestone. to draw a card from the treasure deck and
place it in the inventory. After drawing, flip
Gravestones always begin encounters with the illuminated the chest token so the opened side is face up.
side face up. A character in an adjacent node to an illuminated
gravestone can spend their action to look at the top card from
the treasure, event, or encounter deck, then return it to either the
Traps
top or bottom of the deck. After the card has been returned to If a tile has traps on it, during setup shuffle
the deck, flip the gravestone to its diminished side. the trap tokens, then place a random token
face down on each of the tile’s nodes,
excluding character start, enemy spawn,
terrain, and doorway nodes.
Envoy Banner
If a character is on a node containing an
Envoy Banner, they can spend their action
to be placed on the node containing the
other Envoy Banner.
Fang Boar
At the end of each character’s turn, move the
Fang Boar one node towards the character with
the aggro token. The Fang Boar cannot move
through doorways.
12
The Campaign Dashboard
The campaign dashboard serves as the party’s base camp, and allows them to track their progress through the game.
1 2 3 4
5 6 7
8
9
4. Inventory
This is a communal slot where the party stores the items
they’ve discovered.
5. Treasure Deck
When the players find treasure, they draw from the treasure
deck in this slot to see what they’ve discovered.
7. Event Deck
This is where the event deck is placed.
13
Getting Started
Choosing Characters
At the start of the game, each player chooses a character and
places the corresponding model and dashboard in front of them.
Collectively, these characters are known as the party. 3
Each player places an Estus Flask, heroic action, and luck token
on their dashboard, with the ready side face up. Then, each player Keep the Faith
This character and
Base Tier 1 Tier 2 Tier 3
Intelligence
Punch out the squares on the endurance bar. Keep the punched-
out squares handy, as these will be used to track stamina and Faith
Shuffle the event cards and place them face down in the event
deck slot.
Spark Dial
Place the dial on top of the spark dial slot, displaying
a number of sparks corresponding to the number of
players, as shown on the table below.
1 Player 5 Sparks
2 Players 4 Sparks
3 Players 3 Sparks
4 Players 2 Sparks
14
Playing the Game
Winning and Losing the Game
Players win a game of DARK SOULS: The Sunless City if Dragon If the party is defeated during an encounter all is not lost. The
Slayer Ornstein and Executioner Smough are killed. players return their characters to the bonfire, and can try again.
In order to reach Ornstein and Smough, players will need to However, the players cannot do this indefinitely. Each time they
complete several encounters as they fight their way to the great return to the bonfire, they’ll use up a spark. If the spark dial has
cathedral. This will not be easy, however. Powerful and deadly reached 0, and the players return to the bonfire, they lose the
enemies roam the city, waiting to repel any intruders. game—the fire has burned too low and they are forever lost to
the darkness.
15
The Campaign Dashboard
Exploration Basics Encounter Cards
In order to progress, the players make their way across the Encounter cards provide all of the information necessary to set
campaign dashboard encounter track from left to right, stopping up an encounter.
at each space to play an encounter.
1. The encounter’s name.
Encounters are where combat happens and take place on the 2. Which set of DARK SOULS: The Board Game the encounter
game tiles, as described on the following pages. is from.
3. The objectives the characters must achieve in order to
At the end of an encounter the players return to the dashboard, complete the encounter.
before moving on to their next encounter. 4. The rewards for completing the encounter.
5. The encounter’s special rules.
6. The encounter’s map.
Getting Underway 7. The enemies that appear in the encounter and the nodes they
are placed on during setup.
When the players are ready, move the party marker to the first
8. The terrain that appears in the encounter and the nodes it is
space on the encounter track. Then, draw two cards from the
placed on during setup.
encounter deck that matches the symbol on the space below it.
Each encounter is different, providing the players with a wide
The players choose which of the cards they’d like to attempt, variety of challenges to overcome.
and place it in the encounter card slot below the party marker.
The other card is shuffled back into the deck. 1
When moving to a new space on the encounter track, if there is
2
already an encounter card in the slot (because the players have
attempted the encounter before) setup and play the existing card 3
instead of drawing new cards.
4 5
6 7
8
Boss Encounters
If the party marker is moved onto an encounter track space with the
Black Knight or Gravelord Nito encounter card, the players must play
the boss’s encounter instead of drawing from the encounter deck.
The rules for playing boss encounters are detailed on pg. 28.
16
Encounters
Setting up Encounters Objective Keywords
Place the tiles shown on the map in the middle of the table. It These keywords are used in the objectives section of
doesn’t matter which individual tiles you use, as long as they encounter cards.
have the corresponding enemy and terrain spawn nodes, and you
Survive – The characters meet this objective if they can avoid
ensure adjacent tiles are connected by doorway nodes. Note tiles
being killed for a set number of turns, shown in brackets next to
might be isolated from the others or greyed out and only placed
the keyword.
once certain conditions are met—players must discover a way to
access them during the encounter. Exit – Exit nodes are not represented by tokens, and only appear
on encounter cards, indicated by the symbol. Exit nodes have
Place enemies and terrain on each tile on the corresponding
an increased node limit of four. If an encounter’s objective is to
nodes shown on the card. Once this is done, each player chooses
reach the exit and all characters are on the exit node, the party
a character start node, and places their character on that node.
completes the encounter.
Choose one character to receive the aggro token.
For example, in a game with the Pyromancer, Herald, Trial – Trials offer an extra objective providing additional
rewards if completed. This is shown in brackets, either in writing,
and Warrior the turn order might be as follows.
or as a number of turns in which the characters must complete
1 Enemy Turn all enemies take turns the encounter’s main objective. Completing trial objectives is not
mandatory to complete an encounter.
2 Character Turn the Pyromancer takes a turn
Gang – If a character is attacked by a Hollow enemy and
3 Enemy Turn all enemies take turns another Hollow enemy is within one node of the character,
increase the attacking model’s damage and dodge difficulty
4 Character Turn the Herald takes a turn values by 1 when resolving the attack.
5 Enemy Turn all enemies take turns Illusion – During setup, only place tile one. Then, shuffle one
6 Character Turn the Warrior takes a turn doorway trap token and four trap tokens with damage values,
and place a token face down on each of the highlighted nodes.
If a character moves onto a node with a token, flip the token.
If the token has a damage value, resolve the effects normally. If
Special Rules and Keywords the token is the doorway, discard all face down trap tokens, and
place the next sequential tile as shown on the encounter card.
Although some objectives are straightforward, simply requiring Then, place the character on a doorway node on the new tile.
the characters to kill enemies, others are more complicated. After placing the character, if the new tile has highlighted nodes,
In addition, each encounter also features unique special rules, repeat the steps above.
adding thematic elements and challenges. Once a doorway token has been revealed, it counts as the
doorway node that connects to the next sequential tile.
Although unique rules are explained in text, more commonplace
rules are represented by keywords, detailed on the right. Mimic –If a character opens a chest in this encounter, shuffle
the chest deck and draw a card. If a blank card is drawn, resolve
the chest rules as normal. If the teeth card is drawn, replace the
chest with the Mimic model instead.
17
Using the Timer Track
Some objectives and special rules require the party to track the number of turns during an encounter.
During setup for these encounters, place the timer marker at the start of the timer track, marked 0. At the end of each character’s
turn, move the marker to the next space.
Ending an Encounter
Each encounter has set objectives, detailed on its card. If the players meet these objectives, they have completed the encounter,
and it immediately ends.
If a character dies during the encounter, the party is defeated and the players fail the encounter.
The players then return to the campaign dashboard and follow The players then return to the campaign dashboard and follow
the steps below, in the order shown. the steps below, in the order shown.
• If the completed encounter card has one or more soul tokens • If any encounter card on the dashboard has one or more soul
on top of it, add them to the soul cache. tokens on top of it, discard the tokens.
• Gain any rewards listed on the encounter card. • Place any souls in the soul cache on the encounter card the
• Tilt the encounter card 90°, to indicate it has been players failed.
completed.
• Draw a card from the event deck. The players then return to the bonfire (see pg. 26).
The players can then move the party marker to the next space
on the encounter track, repeating the steps listed under “Getting
Underway” to choose and then play their next encounter; or,
should they wish, return to the bonfire instead (see pg. 26).
18
Rewards Event Cards
If the characters complete an encounter, they gain the rewards Event cards represent a variety of unpredictable occurrences that
listed on the encounter card. The types of reward are detailed below. might befall the characters on their journey.
Search – Search the treasure deck for the named card and place
it in the inventory. Then, shuffle the treasure deck. If the named
card is not in the treasure deck, this reward cannot be claimed.
Refresh – Each character can flip the player token shown to the
ready side.
Trial – Trial rewards can be any of the reward types above, and
are resolved as described in those entries.
Trial rewards can only be gained if the characters met the trial Event card
objective during the encounter.
Consumable
When a consumable card is drawn, one player places the
card next to their character’s dashboard. The text on the
card will dictate when its rules come into effect, and how
to resolve them.
Rendezvous
When a rendezvous card is drawn, place it below the next
non-boss space on the encounter track. The text on the
card will dictate when its rules come into effect, and how
to resolve them.
19
Character Turns
Overview Character Actions
A character’s turn is made up of two phases—the upkeep phase, The most common way a character will spend their action is by
and the action phase, which are resolved in that order. making an attack.
•
•
The character recovers 3 stamina.
The character gains the aggro token.
Character Attacks
• The character can swap any number of items between their To perform an attack, choose which card is being used and
backup slot and hand slots. follow the steps below. Characters can only attack with weapons
• Each other character can move one node. equipped to their hand slots.
Once these steps are complete, the upkeep phase ends, and the 1. Choose one of the card’s attack options, and spend the
action phase begins. number of stamina shown next to the option.
2. Choose an enemy in the card’s range to be the attack’s target.
3. Roll the dice shown on the attack option.
The Action Phase 4. Add the face up pips from the roll together. The result is the
damage total.
During the action phase the character can move and perform
5. Subtract the target’s block value from the damage total.
an action. They can either move and then perform an action; or
6. The target suffers any remaining damage.
perform an action and then move.
7. Place a number of wound tokens beside the target’s model
equal to the damage it suffered. If the model has a number
Should they wish, a character can skip their move and/or action.
of wound tokens equal to or greater than its starting health,
it is killed and removed from the tile, along with any tokens
When a character moves, they can be placed in an adjacent node. If the character has a weapon equipped to their other hand slot,
they can then perform an attack option with that weapon as part
After doing so, the character can run. When a character runs, of the same action, following the steps above.
they can move any number of additional times, at a cost of one
stamina per additional node of movement. Once the character has performed or skipped their move and
action, their turn ends.
20
Equipment Modifiers Conditions
Some attack options have modifiers that add or subtract a value Some attacks inflict conditions. Conditions are persistent effects
from the damage total. Apply these modifiers during step 4 of that remain in play until the token is discarded.
the attack sequence.
If an enemy is hit by an attack with a condition symbol, or a
condition symbol appears after an enemy’s attack behaviour and
the enemy’s attack hits, place the corresponding condition token
next to the target after the attack is resolved, even if the attack
doesn’t cause damage.
When making the second attack option, the player rolls 2 black
dice and adds +1 to the total. For example, if 2 and 1 were
rolled, the damage total would be 4.
Bleed
When a model with a bleed token suffers damage,
it suffers 2 additional damage, then the token is
discarded.
Pushes
Both characters and enemies have attacks and
special rules that can inflict a push against
Poison
another model. When a model is pushed, it At the end of a model’s turn, if it has a poison
is placed on an adjacent node to the one it token, it suffers 1 damage, then the token is
currently occupies. Models cannot be pushed discarded.
onto a different tile.
Stagger
• Characters with a stagger token must spend
1 additional stamina when performing attack
options.
• Enemies with a stagger token reduce the value of their
attack symbols by 1.
21
Weapon Special Abilities
Although most weapons only inflict damage, some also have This weapon has three attack
special abilities. options.
Although more complicated abilities are explained in text, The first costs 0 stamina, and
simple abilities are represented by symbols shown on the attack rolls one black and one blue dice.
option, next to the attack dice. It causes magical damage, and
cannot be used against targets on
Common examples are shown below. the same node.
When resolving attacks with the magical symbol, during The second costs 4 stamina, and
step 5, subtract the target’s resist value from the damage rolls one black and two blue dice.
total instead of subtracting the target’s block value. It causes magical damage, and
cannot be used against targets on
Some attack options specify an option-specific range. When the same node.
4 resolving attacks with this ability, replace the weapon’s
normal range with the option-specific range. The third costs 4 stamina, and rolls two blue dice. It causes magical
damage, cannot be used against targets on the same node, but has an
When resolving an attack with the shift symbol, the increased attack range of 4.
1
character can move up to the number of nodes shown on
the symbol.
22
23
Enemy Turns
Enemy Data Cards Enemy Movement
Each enemy type has a data card, which includes the following An enemy movement symbol indicates the enemy performs
information. a move. Various smaller symbols appear around this symbol,
indicating how to resolve the movement.
1. The type of enemy.
2. The enemy’s threat level.
3. The enemy’s starting health.
2
4 1
4.
5.
The enemy icon for this enemy.
The enemy’s attack range.
2
6. The enemy’s block value
7. The enemy’s resist value.
8. The enemy’s dodge difficulty.
9. The enemy’s behaviour symbols.
5
10. Which set of DARK SOULS: The Board Game the enemy is from.
3
The order in which enemies take their turns is determined by their threat 1
level, beginning with the model with the highest value. If there is a tie,
Move 1 node Move 2 nodes
the players choose the order in which the tied enemies take their turns.
away from the towards the
character with the nearest character,
How an enemy moves and attacks during their turn is determined
Aggro token. pushing characters
by the behaviour symbols on their data card, which are resolved
it passes through.
from left to right.
24
Enemy Attacks Resolving Enemy Attacks
An enemy attack symbol indicates the enemy performs an When a character attacks, players roll dice to establish the
attack. There are two different enemy attack icons, indicating the damage total and then subtract the enemy’s block or resist values.
type of damage the attack causes. Enemy attacks instead have a fixed damage total, and players
make defence rolls to determine how much of this they suffer.
attacks cause physical damage.
When an enemy attacks, follow the steps below.
attacks cause magical damage.
1. Check the enemy’s attack range. If the target is not in range,
As with movement, various smaller symbols appear around these the attack misses and the following steps are not resolved.
symbols, indicating how to resolve them. 2. Gather a number of dodge dice equal to the target’s
equipped cards’ dodge value.
3. If the attack causes physical damage, add a number of dice
4 1 equal to the target’s equipped cards’ block value. If the attack
2 causes magical damage, add a number of dice equal to the
3
target’s equipped cards’ resist value instead.
4. Roll the dice.
5. If the number of face up dodge results is equal to or greater
3 than the enemy’s dodge difficulty, the attack has missed and
the following steps are not resolved. The target can then
choose to spend 1 stamina to move one node if they wish.
1. This is the target of the enemy’s attack. 6. If the number of face up dodge results is less than the
3
3
• The character with the aggro token is the target. enemy’s dodge difficulty, the target is hit.
• The closest character is the target. 7. Subtract the combined value of the face up pips from the
If multiple characters are equidistant when determining the attack’s damage total.
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closest character, the enemy targets the character with the 8. The target suffers any remaining damage.
he ter rac n s
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Fa and ter
2
at
aggro token. If none of the tied characters have the aggro 9. Apply any conditions or push effects from the attack, even if
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token, the enemy targets the tied character with the highest the attack caused 0 damage.
n s
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taunt value.
2. The attack’s damage total.
St
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3. If appears in this position, the attack affects all characters
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in the target’s node. Each character makes their defence roll
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and suffers damage individually.
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4. If appears in this position, after the attack is resolved any
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character(s) hit by the attack are pushed.
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The Thief does not successfully dodge the attack in step 5. They
add the pips on their other dice together, reducing the attack’s
damage total by 3, then suffer the remaining 2 damage as
character wound tokens on their endurance bar.
5 4 3
25
Returning to the Bonfire
The Bonfire The Firekeeper
After completing an encounter, the players can return to the When visiting the Firekeeper, each character can spend
bonfire instead of moving to the next space on the encounter souls from the soul cache to upgrade one or more of their
track. If the players failed the encounter they won’t have a stats. Upgrading stats allows characters to equip more potent
choice—they’ll have to return to the bonfire. weaponry—players should look at the cards in their inventory to
help them determine which stats to upgrade.
The bonfire is a safe haven where characters can rest for a
short time. When they do so, they can access their inventory, Stats must be upgraded in ascending order—i.e., to upgrade to
and if they have souls to spend, visit Blacksmith Andre and tier two, the character must first have upgraded to tier one. When
the Firekeeper. a character upgrades a stat, they punch out the corresponding
square from their dashboard, flip it over, and push it back into the
vacant slot with the upgraded side showing in gold.
Resting at the Bonfire
The cost of upgrading is shown on the table below.
When the party returns to the bonfire, resolve the following
steps, in the order below.
1. Place the party token in the bonfire slot. Base to Tier 1 2 Souls
2. Turn the spark dial down one number.
Tier 1 to Tier 2 4 Souls
3. Flip each character’s heroic action, Estus Flask, and luck
tokens to the ready side. Tier 2 to Tier 3 8 Souls
4. Return each encounter card to its normal orientation.
Inc.
After performing these steps, the party can visit the Firekeeper 4
©BNEI
Tier
Tier 33 Tier
Tier 22 Tier
Tier311
Tier Base
Tier
Base2
Base Tier
Tier 113
Tier Base22
Tier
Tier Tier3 1
Tier Base
Perseverence
Each character
gains 2 stamina. Strength Strength
Strength Strength Strength
Dexterity Dexterity
Dexterity Dexterity Dexterity
Intelligence Intelligence
Intelligence Intelligence Intelligence
26
Blacksmith Andre
The party can visit Blacksmith Andre to purchase treasure,
change equipment, and upgrade equipment.
Purchasing Treasure
When purchasing treasure, draw the top four cards from the
treasure deck, and place them face up in the slots next to the deck.
Upgrading Equipment Because all of the completed encounter cards have been reset,
Each character can use upgrade cards from the inventory to the players will have to complete them once more in order to
upgrade items on their dashboard, by sliding the upgrade card(s) progress—but things are not as bleak as they seem. By replaying
underneath the equipment card(s). encounters, players can collect the rewards for completing them
again too.
cards are used to upgrade weapons.
When moving to a space on the encounter track, if there is
cards are used to upgrade armour. already an encounter card in the slot (because the players have
attempted the encounter before) setup and play the existing
A character can only equip an upgrade card if they meet card instead of drawing new cards.
the minimum stat requirements on both the equipment and
upgrade cards. If a character doesn’t meet the minimum stat
requirements of an upgrade card, they cannot use it to upgrade Losing the Game
a card on their dashboard.
Remember, the party cannot visit the bonfire indefinitely. Each
time they return to the bonfire, they’ll use up a spark. If the
Each equipment card has an upgrade slot value. If a card
spark dial has reached 0, and the players return to the bonfire,
already has a number of upgrades equal to this value, it can’t be
they lose the game—the fire has burned too low and they are
upgraded, unless one or more of these upgrades is removed.
forever lost to the darkness…
27
Boss Encounters
Boss Basics Tiles During Boss Encounters
If the party marker is moved onto a space with the Titanite Demon During boss encounters, models can move freely between tiles as
or Executioner Smough encounter card, the players must setup and though they were a single large tile, and treat the nodes shown
play the boss’s encounter instead of drawing from the encounter deck. below as being adjacent to each other.
Heat-Up Cards
Cards with a heat up symbol indicate particularly powerful attacks that do
not start in the behaviour deck. When the boss’s health is reduced to equal
to or lower than its heat up value, shuffle its heat-up behaviour cards,
then draw a random card and shuffle it into the boss’s behaviour deck.
From this point onwards the players will not only need to relearn
the boss’s attack pattern, but also contend with a powerful new card.
28
Boss Arcs
The base of a boss model is separated into four distinct arcs— Characters observe the following rules for movement and
front, left, right, and back. positioning when on the same tile as a boss.
Some boss attacks leave the boss vulnerable in one or more arcs.
When a character performs an attack against a boss, look at the
top card in the behaviour deck discard pile. If the card shows
the symbol in the arc being attacked, the character rolls an
additional black die during step 3 of the attack sequence.
29
Boss Turns
Overview Boss Specific
At the start of a boss’s turn, draw the top card from the
Movement Symbols
behaviour deck, and follow the behaviour symbols on the card. The turn symbol indicates the boss turns 90°
After resolving the card, place it face up on top of the behaviour to the left or right as shown by the direction of
deck discard pile. the arrow.
If there are no cards remaining in the behaviour deck at the start The rotate symbol indicates the boss turns 180°,
of a boss’s turn, reset the deck by flipping the discard pile face reversing its current facing.
down once more. When doing so, take care not to shuffle the
deck. By carefully watching the boss’s attacks, players can learn
the boss’s move and attack patterns and gain the edge they need Boss Attacks
to defeat their foe.
Boss attacks follow the same sequence as enemy attacks, but can
also include the symbols outlined below.
Boss Movement Bosses do not change facing when they make attacks.
Although bosses follow most of the enemy movement rules,
exceptions and boss-specific symbols are outlined below. The area symbol indicates that instead of targeting
a specific character, the boss attacks in multiple
7
• When a boss moves towards its target, first turn the boss so arcs instead.
the centre of its front arc faces an adjacent node that is closer
to the target, then move the boss onto that node, repeating The area symbol is always accompanied by an arc
this for each node of movement the boss has. diagram below the attack. Any characters that are
• When a boss moves away from its target, turn the boss so in an arc that has the symbol and within the
the centre of its back arc is facing an adjacent node that is behaviour card’s attack range are targeted by the
farther away from the target, then move the boss onto that attack, and must make defence rolls as normal.
node, repeating this for each node of movement the boss has.
• If a boss would move towards a target that is already on the
same node, turn the boss so the centre of its front arc faces
the target instead.
• If a character is on the same node as a boss when it turns,
the character remains where it is and does not move to stay
in the same arc.
Normal Boss Arcs Attack Boss Arcs Weak Boss Arcs
• When a boss moves onto the same node as a character, the
character is placed touching the boss’s base in the same arc
they were in before the movement began. If the character
was on a line between two arcs, they can choose which arc to
Repeat
be placed in. Similar to the equipment symbol, some boss cards also feature
• If a boss’s movement symbol doesn’t show a target, the boss the repeat rule.
simply moves the number of nodes in the direction shown,
without changing its facing. If this symbol appears on a behaviour card,
• If the boss is placed in a character’s node as a result of
movement, keep the boss’s current facing. Characters pushed
2 the boss resolves their entire row of behaviour
symbols the number of times shown.
by this movement can be placed on an adjacent node of their
choice, ignoring arc restrictions.
30
Defeating Bosses
Bosses have so many wounds they use a health dial to track their wounds instead of tokens. Boss dials begin the encounter at
the boss’s starting health value, and count down by the corresponding value each time the boss suffers damage.
If the dial reaches 0, the boss is killed, and the players successfully complete the encounter.
31
Encounter Cards
Primary spawn node Encounter level 1 Hollow Soldier Treasure Chest
Enemy Statistics
Block Resist
(vs physical) 2 1 (vs magic)
6 Threat Behaviour deck size 24 Starting Health 12 Heat Up Point
4
Turn 90° right Turn 90° left Turn around Neutral Attack Weak Deal magical
boss arc boss arc boss arc damage
Other Icons
6 Taunt Attack range 2 Repeat behaviour or attack 3 Dodge
1
Conditions
Bleed Frostbite Poison Stagger