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Found 16 results

  1. Dancer

    Do I play the dancer encounter's cards in a bad way, but it seems that he(the dancer) swings more than often in a miss...? as soon as the 'turn 90°' mechanic appears, after a push, it is SO simple to avoid his onslaught. ~Deatheux.
  2. Hello, I'm working on a "FAQ" kind of and hope it does help people out who are struggeling to figure out how (advances) mechanics/situations work out. It's still very much "work in progress" and probably will be going forward! Anyway, if you see anything that is not very clear, please let me know! (This FAQ is the cumulation of the "Unclear rules/mechanics" thread which is to get official clarification on rules. I'll add clarified topics from there in this FAQ) Cheers Replect - Last Update 24th of July 2017 06:30 CET PS.: If you have more basic questions about how the game flows, you probably find the answer in that "Quick Guide": FAQ GENERAL In case of Errata(!): Card takes precedence over token, dial, etc., rulebook takes precedence over card! Example: Based on the card, the heat up for the Titanite Demon is 10 HP, based on the dial, it is 12 HP... 10 HP is correct! Cards for The Boreal Outrider Knight, Gargoyle, Titanite Demon, and Winged Knight each have main boss icon. As of rulebook each is a mini boss... Mini boss is correct! SETUP Tile Setup You have total freedom on where the tiles are placed leading off the Bonfire Tile, if you want to just use one doorway, then just use one doorway :). TILES AND NODES Node Model Limit As soon as the active model moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes)! Means, the model that got pushed because of the "Node Model Limit" would not be hit by a potential range 0 attack, assuming that the movement of the active model would end its turn on that node. If the active model still has movement remaining, and the target is not on the same node (since it just got pushed), it will move/follow. Remember though, boss models cannot be pushed by a character’s movement or attack. The only way a boss model can be pushed is if another boss model moves onto its node in a boss encounter with multiple boss models. THE BONFIRE TILE You don't have to rest at the bonfire to use any of the following features: Treasure Deck Inventory Soul Cache Blacksmith Andre The Firekeeper ENCOUNTER SETUP Gravestone, Barrel and Chest Gravestones and Chests block all movement (walk, run, dodge, push), irrevelant of whether the chest has been opened or not. Barrel's specifically mention the types of movement they block because they don't block dodges, where as Gravestones and Chests do block dodges. ENCOUNTERS The encounter takes place on the single tile (or multiple tiles for main/mega-bosses) they spawn on, you cannot leave this tile during the encounter. COMBAT BASICS Pushing General A push without damage as part of movement cannot attempted to be dodged/blocked. A push with damage as part of movement can attempted to be dodged/blocked. Pushes with damage are considered (physical) attacks, which is why they're listed under enemy attacks (page 25). Push (Standard Enemies) If a non-boss enemy pushes you as part of movement, you will be pushed onto an adjacent node. If a non-boss enemy pushes you as part of an attack, you will be pushed onto an adjacent node farther from the attacker. Push (Bosses) If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead). If a boss pushes you off of any other node as part of an attack, you will be pushed onto an adjacent node farther from the attacker. Remember A boss model can not be pushed by a characters' movement or attack! An enemy cannot be attacked by another enemy, including push. (Exception is pushing as a result of Node Model Limit!) When a character chooses to dodge while on a boss’s node, they can ignore the normal rules for boss arcs and instead move to any arc or onto any adjacent node. Conditions When suffering damage from a poison token at the end of the model's activation, it will also trigger a bleed token on that model! If a poisoned player kills the last enemy, poison will not trigger, since the encounter ends as soon as the last enemy dies. CHARACTERS TOKENS General You cannot give away any of the tokens on your player board (ember, luck, estus, or heroic). Ember token When an Ember is drawn you immediately place an Ember token on one of the player characters (you can't choose to save it!) and then discard (means 'out of the game') the Ember card. Once you decide who gets the ember token, that's who has it. 'In the rare case that the players find an Ember card in the treasure deck when all characters already have an Ember token, shuffle the Ember card into the treasure deck and draw a new treasure card to replace it (without spending an additional soul).' Embers won't apply to traps or to a condition that deals 3+ damage Assume a character with an Ember token (reduces 3+ damage from an attack by 1) and a bleed token (causes 2 additional damage if model takes damage) gets hit for 2 damage. The ember won't apply (means would not reduce the damage by 1), since the damage is not considered to be a single damage of 4 (2 damage from attack + 2 damage from bleed), it's considered to be damage from 2 sources (one from the attack, the other from the bleed) Luck token Luck tokens are only for the character that has the token to reroll a die they just rolled. ABILITIES (Ability-text on cards/boards) General Ability 'wording' clarification 'All characters', 'One character' or 'Two characters' etc. mean the character that used the ability can also gain the benefit. 'Attacks' that state specifically 'other' mean the character that used the ability could not gain the benefit. Modifiers to weapon's attacks If a weapon ability does not have a die roll (such as healing, a move, a push, a condition, etc.), then you do not apply modifiers to its damage. You just apply the listed effect. Berserk Charge Berserk Charge is a move followed by an attack, in the same activation. You could move/attack with one weapon, then Berserk Charge (move one fore free followed by an attack) with a second weapon... but it doesn't override the rule that you can only attack with each weapon once. So you couldn't make a Berserk Charge attack with a weapon you've already used that activation. You could also attack with one weapon, (then move and) then Berserk Charge (move one for free followed by an attack) with a second weapon. CHARACTER ACTIVATIONS Character Movement/Attacks Your options are: Move any number of nodes (spending moved nodes minus 1 - since first one is free) and then attack once with each equipped weapon in your hands Attack once with each equipped weapon in your hands and then move any number of nodes (spending moved nodes minus 1 - since first one is free) The only way of moving before and after an attack or the other way around would be if your weapon's attack provides additional movement (which is not related to your base movement) or with a heroic like "Berserk Charge"! Also, potential weapons in your backpack slot stating they can be used in the backpack slot, can also be used to attack with once, as they overrule the "in your hands" rule. (Defend against) ENEMY ATTACKS - and TRAPS Dodge/Block/Resist order if multiple characters get attacked Player choice, but they are considered to be simultaneous. So if for example the Assassin dodges and uses his Heroic, and then kills the enemy making the attack the other players hit by the attack still need to block/dodge/resist. Dodge You can attempt to dodge an attack, even though your symbols shown in the equipped items'Dodge show 0, but assuming it's a dodge diificulty of 1 or higher you will automatically fail. (In corner case scenarios this can be a viable thing to do.) You "must" spend 1 Stamina and "can" move to any adjacent node (with no chest or gravestone on, if barrel, you have to spend 1 additional Stamina). Means, you have to pay 1 Stamina, but you can choose to not move. If you fail the attempted dodge, you will resolve the hit by the attack from the node you moved onto (if you have choosen to move). Means, if the attack involved a push, you get pushed from the node you moved onto, take the full damage, involved conditions and such Dodge + Traps (specific scenario to highlight the order of resolving attacks) Remember a trap's damage cannot be blocked! Assume an enemy attacks you and you dodge on a another (face down) trap, which you also dodge and so on: Enemy attack -> Choose to dodge -> Pay 1 stamina -> Move to a trapped node -> Choose to Dodge trap -> Pay 1 stamina for Trap dodge -> Move to another node -> Make Dodge dice roll for Dodging Trap -> Rinse and repeat until dodging is finished with Traps or you step on a Trap that is blank -> Dodge roll for the push attack -> Fail the roll -> Take damage from push attack -> Get pushed The TLDR is that Traps interrupt enemy attacks 'The first time a character moves onto a node with a face down trap token, flip the trap token over'. Once you're finished resolving traps you make the dice roll for the initial enemy attack and resolve that accordingly if you fail the dice roll. This isn't a scenario I see coming up all that much, but yeah, thats the resolution. ENEMY ACTIVATIONS GENERAL Activation Enemies activate (move and attack) one at a time, one after another. From highest to lowest threat, if equal, characters decide. Behavior cards/icons A behavior card contains a combination of one or multiple behavior icons (movement, attack, etc.), determining the behavior of an enemies activation. Each of these behavior icons is resolved as its own (isolated) action, from left to right! This distinction is even more important for boss behaviour cards, especially with repeats. Determine Target ("nearest" or "aggro") The very first thing you do with a behaviour icon is determine who they're going after (before resolving any other actions like pushes and such)! That's not something that happens at each step of movement or a single time for an entire behaviour card. You do that at the start of each behaviour icon (start of movement icon, start of attack icon, etc.). ENEMY MOVEMENT Player decisions on Enemy movements Which route the enemy takes is entirely up to the players, as long as the closer to/farther away criteria is met (assuming of course there are nodes that would take the enemy closer to/farther away, if there aren't any... then the enemy won't move). Sheperding enemies that move away into a corner is an entirely valid tactic. Moving towards "nearest" or "aggro": If the movement is towards the "nearest," determine who that is (it will not change during movement) If the movement has Push, Push characters off the node the enemy is on (if push includes an attack, the attack will not trigger!) If the enemy is a boss and the movement is towards "nearest" or "aggro," turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly in front of it or the non-boss enemy one node closer to "nearest" or "aggro" as appropriate If the movement has Push, Push characters off the node the enemy is on (you are now done if it is a 1 distance move) (if push includes an attack, the attack will trigger and attacks all pushed characters) Repeat steps 3-5 for 2 distance or longer moves Additional movement towards "nearest" or "aggro" information: If the movement has no Push (including Push triggered by Node Model Limit) and the enemy is on the node of its target ("nearest" or "aggro"), the movement ends. Moving away from "nearest" or "aggro": see "Moving towards" see "Moving towards" If the enemy is a boss and the movement is farther away from "nearest" or "aggro," turn the boss so the centre of its back arc faces an adjacent node that is farther from that character. If there isn't any node, turn the boss so the centre of its front arc faces an adjacent node that is closer to that character (you are now done if it is a 0 distance move) Move the boss onto the node directly behind it or the non-boss enemy one node farther from "nearest" or "aggro" as appropriate. (you are now done if there isn't any node) see "Moving towards" see "Moving towards" Moving without "nearest" or "aggro" (Boss only): The boss never turns if the movement is not towards/away from "nearest" or "aggro" The boss never moves/shifts diagonally in relation to it's facing. In other words, it never moves onto an adjacent node that is along the lines between arcs The boss moves/shifts the stated amount of nodes exactly in the direction as stated on the movement icon (foward/backwards/left/right) in relation to it's facing The above means, there is always only one valid node for each individual move/shift, the adjacent node in the center of the arc in movement direction! If this only option is not available, for example because there is a wall, chest, gravestone or (not destroyed) barrel on that adjacent node, it doesn't move Additional boss push clarification If a boss pushes you off of its node as part of movement or an attack, you will be pushed onto an adjacent node in the same arc. (If there are no eligible nodes due to the tile’s wall, you are pushed to any adjacent node touching the wall instead). BOSS ENCOUNTERS Start of Boss Encounter To start (and also to restart!) a Boss encounter, repeat the all steps from "Starting a Boss Encounter" on page 28 of the rulebook. Boss arcs The top arc of the arc diagram on a behavior card is always the front arc of the boss's model. If you're moving off of the boss's node for any reason, you need to stay in the same arc. This includes any pushes as part of movement or attacks. Heat Up If the boss will heat-up after suffering 1 damage from a poison token at the end of his activation, the weak arc still remains to be the one from the last face-up behavior card. Remember the weak arc while a player starts performing the Heat Up card addition and shuffling or just wait before doing that until the beginning of the next boss activation. OTHERS Wording 'Target' There's a difference between "target" used conversationally and "target" the game term defined on page 20 of the rulebook. "Target" the game term means comparing an attack to block, resist, or dodge to determine damage dealt. When the Herald uses "one character within range gains 6 stamina" on his Talisman, he's choosing who to affect, but that's not the defined game term "target." Wording 'Attack' An "attack" lists dice you roll against an enemy's block/resist.
  3. Hello, in this thread we are looking for official clarifications for any rule (parts of the) community don't feel comfortable that they understood them! Anything that has been officially clarified, I'll add here: Cheers Replect PS.: If you have more basic questions, you probably find the answer in that "Quick Guide":
  4. List of Errata

    Couldn't find a compilation of currently-known errata so I figured I'd make my own thread for it. Known (acknowledged by SFG): page 27 Behavior Cards description is incorrect Main boss icons on mini boss cards Titanite Demon health dial gives 12 HP as heat up (instead of 10) Zweihander card has Claymore icon Smough's "Hammer Smash" attack should have an Area icon, rather than a Nearest Player icon Possible: Knight ought to start with a Knight Shield rather than a Kite Shield Attack stats of Scimitar and Murakumo might be switched Sources: the game, and this thread https://static1.squarespace.com/static/56728f72a128e6b1e548ec55/t/58ed0050d1758e39150c58d6/1491927122180/DS-Core-FAQ-2017-04-11.pdf Anything else? I realized a while ago that there might be incorrect stats/damage values on Treasures/character boards, but we won't know about them until DC, Alex or the official SFG account chime in.
  5. I have questions to go for Boss Movement and Pushing.1. If the boss starts to jump onto you and you are already on his node. Will he first push you to a space in his arc area and then jump onto you?2. If a Boss is in a Corner and has to move away from you. Will he move along the wall or just stop because there is a wall? (Same goes for Archers but i guess they will just go 1 node further away from the character except they are in a corner)3. If a Boss is already on a wall and has to turn with his face or back area to the next nearest / farthest Node to you will he just turn to next node along the wall?(meaning he skips imaginary pattern behind the wall)THanks in advance!
  6. Hello, I'm working on a "Quick Guide" kind of and hope it does help people out who are struggeling to figure out how the game progresses. It's still very much "work in progress" (just started on that one about 3-4 hours ago I guess)! Anyway, if you see anything that is not very clear, please let me know! Cheers Replect - Last Update 1st of June 2017 12:10 CET PS.: If you have more advanced questions, you probably find the answer in that FAQ: Quick Setup 1. Characters (Initial only) Each player should select one character and take it's materials (model, board, starting equipment), including one estus Flask token, one Heroic Action token, and one Luck token and place them on each character board. Place one Level Up cube (white) in each square hole for the Base Level of Strength, Dexterity, Intelligence, and Faith. 2a. Treasure Deck (Initial only) All common treasure cards. Each chosen character's five class treasure cards. (Can be equipped by everyone in the party if stat requirements are fullfilled!) Shuffle them together to form the treasure deck, and place it face down on the Treasure Deck section of the Bonfire tile. (For 2nd and each following Boss only) Add each chosen character's five class transposed treasure cards to the treasure deck. (Can be equipped by everyone in the party if stat requirements are fullfilled!) Add five randomly selected legendary weapon cards to the treasure deck. Shuffle them together to form the expanded treasure deck, and place it face down on the Treasure Deck section of the Bonfire tile. 3. Tile Setup (Initial, for 2nd and each following Boss) Lay out four of the six encounter tiles around the Bonfire tile in any way you wish, aligning their doorways as you go. (You have total freedom on where the tiles are placed leading off the Bonfire Tile, if you want to just use one doorway, then just use one doorway.) Place Fog Gate token and place it on an empty portion of a wall on the tile farthest from the Bonfire tile (or a tile tied for farthest from the Bonfire tile). 4. Bonfire Sparks (Initial, for 2nd and each following Boss) Place the spark dial on the Bonfire tile with the dial displaying the correct number: 6 - [number of Players] The party rests at the bonfire without spending a spark 5. Boss Selection (Initial, for 2nd and each following Boss) Choose the boss the players would like to fight: First a mini boss, if defeated, a main boss, if defeated, a mega boss (if you have one). 6. Encounter Cards (Initial, for 2nd and each following Boss) Take random encounter cards of the difficulty levels matching those found on the boss data card. Place one encounter card face down on each tile. Place the lower-level encounter cards near and the higher-level encounter cards farther from the Bonfire tile. Remember Any equipment/treasure card that is not a weapon/armor upgrade card is considered to be a weapon card (Means, shields, talisman and such are also weapon cards) A character can hold up to three weapon cards at a time; all of these weapon cards that are not in hand slots go into the backup slot, which is the only slot that can hold more than one weapon card. Two-handed weapon cards go into either the left-hand slot or the right hand slot and require the other slot to be empty (Exception: There are weapon cards which specifically state that you can equip them in a hand together with a two-handed weapon card) Outside of any encounter, the party can freely move through tiles that already have their encounter cards face up (including the Bonfire tile) You don't have to rest at the bonfire to use any of the following features on the Bonfire tile: Treasure Deck, Inventory, Soul Cache, Blacksmith Andre, The Firekeeper Leave encounter cards on their tiles, do not discard or reshuffle any placed encounter cards. Encounters don't change until a boss has been defeated Quick How-To Starting an Encounter Enter a tile with face-down encounter card through one of the doorways adjacent to the bonfire tile or tile with already face-up encounter card (basically one that has been defeated already) Look at the encounter card and place enemies, terrain, and traps as displayed. If encounter has previously been defeated/lost to already, open treasure chests remain open, traps tokens don't change but placed face-down and barrels are unbroken again Place character models on the entry nodes beside the door aligned with the tile the party moved from. Remember that a node cannot contain more than three models. (Entry nodes are ONLY all basic nodes - yellow circle- that are adjacent to the doorways) Choose player who will have Aggro during the enemies first activation Activate all enemies one after another (From highest to lowest threat, if equal, characters decide) If the very first encounter in this playthrough, choose player who will activate first, otherwise the first character to activate is the character who would have activated next in turn order when the previous encounter ended (For clarity, give the "First Activation token" to the player who is next in turn order). Then activate that character Activate all enemies one after another (From highest to lowest threat, if equal, characters decide) Character to activate is the next clockwise around the table Repeat 7-8 until party (one character died) or encounter (all enemies died) has been defeated Remember The encounter takes place on the single tile (or multiple tiles for main/mega-bosses) they spawn on Once the party has entered an encounter, it cannot leave the encounter (tile) until either the party or the encounter is defeated Trap tokens have no effect on enemies and cannot be triggered by them Terrain (like chests, barrels etc.) has no affect on any attacks range Character Activation When a character starts their activation: They gain 2 Stamina (remove 2 stamina cubes - black - from their endurance bar) They gain the Aggro token They may swap items between their backup slot and hand slots. Then the character may move before attacking or after attacking (but not both; exceptions are specific Heroic actions or weapon attacks which provide their own movement on top). Then their activation ends and any poison, frostbite, or stagger token will be removed from that character. If there is any bleed token, it remains! (If poison is removed, the character suffers 1 damage. If the character has a bleed token, poison will trigger it, the character suffers 2 additional damage and the bleed token will then be removed too) Move: One node for 0 Stamina (Walk), each additional node costs 1 Stamina (Run), basically Move = [x] nodes - 1 Can't move onto node with treasure chest or gravestone. Moving onto node with barrel costs 1 additional Stamina until barrel is destroyed. When character moves onto that node, flip the barrel token to the destroyed barrel side Characters with Frostbite token must spend 1 additional Stamina each time it walks, runs (or dodges) Attack: Make up to one attack with each weapon in their hand slots (and backup slot only, if weapon states that it can be used while in backup slot!), targeting an enemy within range of the selected weapon/attack. Spend the Stamina equal to the Stamina cost of that attack Characters with Stagger token must spend 1 additional Stamina each time they use one of their weapons' actions Attacks don't cumulate, each one is a seperated attack If an attack targets all enemies on one node (node icon), the result of the dice roll is compared to and resolved for each enemy individually Remember Boss models cannot be pushed by a characters's movement or attack Node Model Limit of 3. As soon as the character moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes, etc.) Enemy Activation General All enemies activate (one enemy at a time, not simultaneously!) Highest threat level first - top left corner - and ending with lowest threat. For enemies with equal threat levels, players choose the order in which these enemies activate For each enemy follow the behavior icons on their data cards, always from left to right Player decisions on Enemy movements Which route the enemy takes is entirely up to the players, as long as the closer to/farther away criteria is met (assuming of course there are nodes that would take the enemy closer to/farther away, if there aren't any... then the enemy won't move). Sheperding enemies that move away into a corner is an entirely valid tactic. Remember Boss models cannot be pushed by a non-boss Node Model Limit of 3. As soon as the enemy moves onto a node with 3 models on, push one of these 3 models - choosen by the players - immediately of that node, before resolving any following actions (like attacks, movement pushes) Can't move onto node with chest or gravestone. Can't move onto node with barrel until it has been destroyed by a character An enemy with Frostbite token has the movement value on its Move icon reduced by 1 An enemy with Stagger token has the damage values on its attack icons reduced by 1 End of each enemy activation Remove any poison, frostbite, or stagger token from that enemy. If there is any bleed token, it remains! (If poison is removed, the enemy suffers 1 damage. If the enemy has a bleed token, poison will trigger it, the enemy suffers 2 additional damage and the bleed token will then be removed too) Ending an Encounter The encounter ends as soon as the last enemy has been defeated (means i.e. poison on the activate character wouldn't trigger anymore) or any character is killed If the party defeats all the enemies and no characters are killed, the party wins: If the encounter is not a boss encounter, add souls equal to 2 x [number of characters] to the soul cache If the encounter is a boss encounter, add souls equal to [number of characters] x [sparks remaining] to the soul cache and place that boss’s treasure cards in the inventory If any closed treasure chest has been part of the encounter, open the chest by flipping the token to the opened treasure chest side and immediately draw two cards from the treasure deck If any character is killed, the party is defeated: Place all characters on the Bonfire tile. The party must now rest at the bonfire (If the spark dial is 0 before resting at the bonfire, the game is lost.) Place all soul tokens from the soul cache on the node where the character was killed. To retrieve these souls, one character must move onto that node. If a character dies before these souls are retrieved, the souls are discarded Resting at the bonfire results in: Turn the spark dial down one number (Once the dial reads 0, the characters can no longer rest there, and the next time a character is killed, the game is lost.) Flip all Estus Flask, Heroic Action and Luck tokens to the filled side Turn all encounter cards face down General actions after an encounter has ended: Remove all black (Stamina) and red (Health) cubes from the characters' endurance bars If there are any, flip all trap tokens face down, but do not move them off their nodes. Also if there are any, flip all barrel tokens to the barrel side Do not flip opened treasure chest tokens. Chests are never flipped back to closed (even after the party rests at the bonfire) Leave encounter card face-up on the tile, do not discard or reshuffle any placed encounter cards. Encounters don't change until a boss has been defeated
  7. Unique Custom Bosses (Batman)

    Hi guys, I had this idea seeing a small Batman figurine toy my 3 year old has. He sits on a plastic base and is roughly the size of the other minis in Dark Souls the Board Game. I though it would be fun to create an AI card, and moveset for him and fight him in the game using the Dark Souls fighting gameplay. I tried it out and it's pretty fun. If someone wants to help me with this endeavor I think it would be great to have the actual cards photoshopped to have his information and moves on them if you know how to do that. I figured I'd share with the community what I created and see what feedback you have- and in addition maybe inspire others to create custom bosses that would be fun to fight. Batman's AI card info: Taunt level 10, 30 HP, Main Boss, 5 cards in his deck, 3 Phys defense, 1 Magic defense, 14 HP Heat up, 2 medium encounters and 2 hard encounters to reach him, and his special ability is: Lights Out: After heat up, running costs HP instead of Stamina AI Moveset list: 1. 1. BatarangsDodge difficulty 1, Range 2, Move 0 to face nearest enemyHit 3 physical damage Front, Left, and Right arcs. Weak behind. Back up 12. Grapple AttackDodge difficulty 2, Range 0, Leap to Aggro player, Hit Aggro for 4 Physical damage causing push. Weak arc behind3. Explosive GelPlace trap on node, Move 1 forward pushing heroes. Weak arc in front Repeat total of 3 times. 4. Shock Gloves Dodge difficulty 1, Range 1, Move 1 towards nearest player, Do 5 magic damage to nearest player, pushing them if hit 5. Dart Gun Dodge difficulty 1, Range 1, Front and Right Arc attack, Weak left arc. 2 physical damage. Cause Stagger, Back up one 6. Into the Shadows Dodge difficulty 1, Move 3 away from Aggro, Pushing for 3 damage 7. Back Kick Dodge difficulty 2. Attack right and Back Arcs for 6 physical damage. Range 1. Weak on Left Arc, U turn 8. Smoke Pellet Dodge difficulty 1. All arcs are attacked for 3 magic damage, Range 1. Leap to three spaces away from Nearest player.
  8. Hello everyone, do your bosses minis(dancer, boreal knight) had unstick from the boss's stand? actually, i'm scared to death to break them when I remove them from the plastic case... what is the ideal glue to use? vivement the box organizer!
  9. Hi, in a playtest game, a solo game, I was the Warrior. I faced the mini-boss Boreal Outrider Knight with this sequence of attack: 1- Leaping Frost 2- Backhand Slaches 3-Overhand Slash 4-Chilling Thrust the main point, I only suffer 2-3 dmg during the whole fight(even after the heat-up card were added). I was managing his pushes as described in the rules, using some stamina to reach weak arc, but the mini-boss were mainly attacking air. then turnaround, and pushing me again. ok it was a solo game, I suppose that a multiplayer game he would hit the players pretty bad, but, still... Was I playing OK?? thx!
  10. Ok, so I was fighting Ornstein and Smough last night and was confused about the health they can get when the other one dies. The cards say they gain health, but if they were already at full health, do they get ABOVE their top starting health? The dials don't have that as an option so I'm hoping it just means they would gain health UP TO their maximum health. Any assistance on this clarification question would be great!
  11. Hey guys! Sorry in advance if between the rule book & all of the information on here my question already has an answer. To my understanding, during a boss encounter pushing is more nuanced. You must remain within the bosses arc if you're pushed as a result of an attack or movement. Is this the same in regards to dodging? Are we also restricted by the bosses arc or is this an opportunity to employ tactics? For example, in order to evade part 2/3 of a repeat behavior attack. Or to better position oneself with the knowledge of the bosses following attack card. Cheers!
  12. Boss Suggestions

    Hello SFG! I have been watching and obsessively reading the comments every chance i get i have an idea and suggestions that i have been wanting to share but since i have not pledged YET i have not been able to comment 1st suggestion: Looking Glass Knight A.K.A The Mirror Knight. The reason i am suggesting this boss is because of the most recent Stretch Goals that are adding Invaders.... Maybe the "heat up" card can be the summon invader card. I think this could make for a very unique and exciting fight! The rest of the suggestions are just to show support in adding these bosses to the game: Knight Artorias King of the Storm + Nameless King ( my favorite boss fight is DS3 ) But even just the Nameless king would be awesome in the board game Fume Knight Gwyn Anyway... these are just things that i would love to see I also wanted to thank all of you guys at SFG for reading this and staying active in the comments. You guys rock!
  13. Artorias the Abysswalker

    So there are a few things about Artorias that are still unclear, or at least to me they are, but one thing I wanna know is, how the heck did he get his arm broken? Something about it makes him seem so much cooler than he already is.
  14. Hi everyone! First of all, i want to apologize for my regular English. I open this topic in order to write some suggestions that i think may help to those who want to buy add-ons, but aren´t really convinced, just like me. I really appreciate if STEAMFORGED show us more pics of the figures, not just frontside, and one pic near a normal boss and near a character figure, for compare the size. It would be great if they clarify the size of Mega-bosses, not only the aproximate size of Grapling dragon. In addittion, it would be great if STEAMFORGED explained the difficulty of mega-bosses. It´s obvious than they are going to be more bad-ass than normal bosses, but are all mega-bosses going to have aproximately the same difficult? or some of them will be more tought? I hope they show more pics of Kalameet and guardian dragon, i really want those guys but still have some doubts Thanks for reading, and Praise the sun
  15. Hi there. I'm a last day supporter of the DSKickstarter, but I've been watching it during a long time. It was great to see the unlocks, the new expansions, and the hype associated with every goal reached. I'm pretty sure that I'm not the first that thought about another boss that it's so close to Ornstein that it would be a shame if we don't take the chance. I'm talking, of course, about the Old Dragonslayer. Even knowing that both Ornstein and OD have similar mecanics, maybe, taking this idea of the OD, with 7 or 8 cards more, Ornstein could be played like a boss in co-op with Smough, or like a though solo boss as the Old Dragonslayer. I really hope that the idea reach the design team, although I know that "7 or 8 boss cards more" sounds cheap in a forum, but not necesarily in the reality, just wanted to share this idea with everyone. Also, I beg you pardon for my poor english, don't be too harsh with me!
  16. THE FOLLOWING CONTAINS SPOILERS FOR DARK SOULS 3 Having lurked in the kickstarter comments section for all but two days of the campaign, the oft-repeated wishes for game expansions come down to two major ones: The Painted World of Ariamis, and the Catacombs/Tomb of the Giants. When Dark Souls 3 content was hinted at, Irithyll soon joined these pair. Blighttown did also get a mention here and there but it was mostly for the chance that it would bring Quelaag. It's easy to see why these areas stand out. The Painted World has a fan favorite boss in Priscilla and an eclectic mix of enemy types. The catacombs house the beloved skeleton enemies and Gravelord Nito is a major player and icon for the first game. Irithyll is a hauntingly beautiful location with enemies and bosses notable for offering a huge challenge. But how suitable are these for the board game? Do they offer much in the way of cool ideas that translate from the game to the tabletop? I would say yes, and here's why one such place works: IRITHYLL Looking at the precedent set by the Darkroot Basin and Iron Keep Expansions, we can see that a variety of grunt types (including something "unique") and at least one boss are offered, totally about 16-17 models in total. Irithyll has enough enemy variety to create an interesting mixture of regular and large grunts. Irithyllian Slaves are an easy choice for lesser grunts, with some carrying swords or sporting claws for melee combat, whereas others cast simple spells at range. They also have a special invisibility mechanic that, unfortunatly, would be hard to implement into the board game format. The Deacons of the Deep are basically identical to the slaves in what they offer so far as melee and ranged attacks but are less unique to Irithyll as a whole. The Pontiff Knights fill the more generic large grunt position, and their slender forms and fast attacks offer something different from other grunt encounters such as the stone giants and sentinels. There are two choices for the more "unique" regular enemy, being the Fire Witches and Sewer Centipedes. The fire witches offer three distinct spells and a special melee attack that provide numerous potential options to take and adapt to an AI card. The centipedes are less mechanically interesting but are one of the best examples of the horrid visual style that occasionally rears its head in the games (such as the grotesque gaping dragon). But what about bosses? Irithyll has a lot to offer here as well. The obvious (and popular) choice is Pontiff Sulyvahn, a brutal melee combatant who is eventually joined by a spectral clone of himself that replicates his attacks. His clone makes for an awesome and unique heat-up mechanic once the Pontiff is reduced in health, and could be represented by a destructible token that performs the pontiffs next attack a few turns before he does so himself. Using a token saves creating two identical pontiff models that are not necessary and may allow the expansion to contain two different boss figures. But what would that second boss be? The Sulyvahn's Beast serves as the mini-boss introducing Irithyll in Dark Souls 3, and could easily do so within the board game. It is not too large, it has a varied and aggressive moveset easily adapted to an AI Deck, and a cool design. That there is only 4 true mini bosses at the moment also means that this would provide more variety ifor the first stage of the game. There's nothing else that needs to be said about it, it ticks all the boxes. Aldrich is the option for a fully fledged boss, being one of the 4 lords of cinder central to Dark Souls 3's plot. Although a very varied and challenging fight, Aldrich is physically too small to be used as a mega-boss (being roughly as tall as Smough but longer and with very little heft). He would however make for a great boss alongside his vassal the Pontiff, with Aldrich's magic attacks and morphing weapon providing contrast to Sulyvahns brutal two-weapon rushdown style. As a Dark Souls 3 boss he already has a "heat up" mechanic ready for implementation as well. His inclusion is also quite thematic with the base game silver knight encounters. Irithyll offers some cool loot for equipment cards as it's enemies carry several awesome weapons. Both the pontiffs swords and Aldrichs "deep" spells and lifehunt scythe miracle make for powerful boss rewards as well. It's enemies also cause the rare "frostbitten" condition that is unlikely to see much other use in the board game outside of the Vordt mega-boss, which adds some nice variety to a potential expansion. So a set following the Darkroot precedent could look like this: 3 x Irithyll Slaves with swords 3 x Irithyll Slaves with catalysts 2 x Fire Witches 2 x Pontiff Knights with sword and shield 2 x Pontiff Knights with dual swords 2 x Sewer Centipede 1 x Pontiff Sulyvahn 1 x Aldrich OR 1 x Sulyvahn's Beast The Iron Keep precedent would instead provide something like: 3 x Irithyll Slaves with swords 3 x Pontiff Knights with sword and shield 3 x Pontiff Knights with dual swords 3 x Pontiff Knights with Scythes 2 x Fire Witches 2 x Sewer Centipede 1 x Pontiff Sulyvahn I am keen to see what people think of this run down, especially any of the staff at Steamforged! I intend to do the other two areas I mentioned as well at a later date. Please give your feedback.
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