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Found 10 results

  1. winstoninabox

    NG+ & Beyond

    Here’s an attempt to simulate NG+ from the DS video games: After winning, first return all Transposed Treasures from that game to their deck. Next, all Remnant of Humanity, Starting Deck, Stamina and Common Treasure Cards from that game are placed into Inventory. To create NG+ (or higher) decks, each character can take from Inventory any Remnant of Humanity and Starting Deck Cards AND one Common Treasure OR Stamina Card for each plus, up to the max deck size limit. The max deck size limit on the Bonfire Cards is reduced by 1 for each plus. Any Starting Deck Cards that are not used remain in Inventory with the Remnant of Humanity Cards to be available at the start of the next game. Like Remnant of Humanity Cards, they can be used to fill out any character’s deck. Finally, any Common Treasure and Stamina Cards not used are returned to their decks. Thus, in an NG+++ game, the Starting Decks would be any 22 Card combination of Starting Deck and Remnant of Humanity Cards, plus each deck could have any combination of 3 Common Treasures or Stamina Cards, up to the max deck size limit of 25. The max deck size limit for the Bonfire Cards would be 25/28/31/34/37.
  2. winstoninabox

    Parties Less Than Four

    Undoubtedly, the game benefits from having four characters. Although the Encounter Cards take into account the number of players, enemies still attack first and don’t have to move to hit. Also, Bosses don’t scale according to the number of characters. To balance having less than four characters, between bonfires allow one additional use of an Heroic Ability for each missing character, with each character having to use their ability at least once. Thus in a party of three, one character can use their Heroic Ability twice. In a party of two, each character can use their ability twice. During solo play the character can use their Heroic Ability four times. Any other restrictions on Heroic Abilities still apply. On the first use of the Heroic Ability, the character’s card is flipped as usual. For each additional use of the Heroic Ability, put a spare Encounter Cleared or Wound Token on the character to keep track of the total uses. The benefits of this rule are that is scales with the number of players, it doesn’t affect the mechanics of Encounters, and characters get more opportunities to use their Heroic Abilities, which are the things that differentiate each character from the others.
  3. winstoninabox

    Preparing for Combat

    In the video game you can prepare for the coming battle by cast spells, etc. But in the card game you can’t do anything until after the enemies attack, and they always attack first. To simulate preparation allow the first hand of each encounter to be of any size, but at the end of the first enemy activation any cards over 6 must be discarded down to 6. This rule also replaces the Mulligans rule.
  4. Knowledge of the level is important in the DS video games. Since the level resets to as it was before your death or return to the bonfire, when you know where and what the monsters are, you have a better chance of defeating them. Unfortunately, the card game takes away this player advantage by having you reshuffle defeated enemies back into their respective piles, and putting an Encounter Cleared token on the encounter. Thus, after the bonfire, the next time you return to the encounter there’s all new enemies there. While this gives more variety in enemies, it takes away the chances for deck building and character placement on the Battle Board that would capitalize on previous knowledge of the encounter. To make the card game more like the video game, and to greatly increase the tactics available, try these simple changes. Don’t use the Encounter Cleared tokens. Instead, as each enemy is defeated, place it on the Encounter Card that spawned it. After you go to the bonfire and return to the encounter, use these cards instead of the ones in the main piles. Now, just like in the video game the same monsters are there in the same pattern. You can build your deck and place your characters with this in mind.
  5. Has anyone tried adjusting the number of souls so they scale with the difficulty of enemies and encounters? Like, each enemy is worth their combined defense+wound value?
  6. Hello, everybody. I've been working on a set of house rules to fix the major bugs in this great game. It is intended to be simple by altering as little as possible the components of the game and its spirit. I have tried the whole campaign with my group of friends and feelings have been very positive. Here are the download links to pdf (my mother tongue is Spanish, I hope the English version can be understood well): In English In Spanish I hope you like it, and I look forward to hearing your opinions. ...Also in Boardgamegeek.
  7. Hi all, I've been thinking of ways to balance some of the issues in this game. Mainly, the punishing randomness of the treasure deck and the overtly long play length of a typical game. I've not decided on what my favourite variant is for reducing the game length, but I'm told that the half sparks double souls variant works reasonably well. With regards to fixing the treasure deck balance, it's always felt difficult to capture the balance of having some challenge in optimising your build to deal with randomness as opposed to not leaving the players open to very poor treasure pulls as a result of bad luck. The amount of games I've played where I've pulled 4 armour sets in a row, or found all of the upgrade items somehow bundled at the bottom of the deck are too many to mention! What do people think of this idea as a potential fix? I wanted to introduce a new character to the bonfire room. The Shrine Handmaiden. My idea is that Andre will still provide treasure flips for one soul as is done in the core rules. I felt this was necessary to keep as it emulates randomly finding items in the field but with some balance. The handmaiden on the other hand will provide a set menu of items that will be expanded throughout the game. For example: You could either pay 1 soul to randomly flip treasure or buy the following from the Handmaiden's initial shop: titanite shard 4 souls short sword 6 souls workers armour 3 souls (just pulling these figures as example, but basically items will be assigned a cost based on their value. This is how the balance is kept. If you purchase an item, you search the deck for it and add it to the inventory and then reshuffle the deck). If you've played Dark Souls 3, you'll know about the ashes items that expand the Handmaidens store in the game. I wanted to perhaps emulate the same feature in the board game. The idea being that as you explore, you will uncover random ashes that make a small selection of items available at costs based on their value. These items will also be grouped together strategically to try and keep as much balance as possible. These ashes cards will be printed on custom cards that show the entire shop expansion menu to make life easier. I don't know by what mechanic these ashes will be found yet, either through exploration with random dice rolls for discovery, or in chests etc. What do people think of this as a potential idea? It would take some work to develop, but could be a good solution to the randomness of the core game.
  8. Boombot

    Boss Rush Mode

    Hi everyone! Here are a set of rules I came up with for a new challenge mode to try with your groups. Boss Rush Mode A new campaign to run if your players want a real challenge. After the first time your players complete a normal campaign and want to initiate New Game Plus, players may choose to the option of Boss Rush Mode. Boss Rush Mode is a campaign where players who would normally fight enemies through encounters not only face mini-bosses, main bosses and mega bosses using the equipment and stat upgrades they already have from the previous campaign. Setup The DM will set up the board with the Firelink Shrine and setup the boss tile in order of Mini-Boss, Main Boss, then Mega Boss. The DM may choose whatever order bosses the players are to encounter. The DM will then place the boss cards in an order face down in a row, flipping each as the players progress. When setting up a boss tile, do not reveal what boss it is until your players walk through the fog gate. Once this has happened, the boss is revealed and is now set into that room. Rewards After defeating a boss, in normal gameplay the boss would drop specific armor and weapons. This has been removed to provide an additional challenge to the players. Boss souls are dropped for the purpose of refreshing skill tokens and bonfire sparks. Bonfire Sparks Players who are playing Boss Rush Mode get a single spark MAX. If all players fail to complete a room, tick down the spark to 0. Players then have the chance after defeating a boss to add an additional spark to a maximum of 1 for the cost of 8 souls. Death The penalty for death has changed in Boss Rush Mode. If groups of two or more are playing and one happens to die, the remaining players keep fighting as normal. If the remaining player or players succeed in defeating the boss, any players killed during that encounter are brought back to life. If all players are killed during an encounter, reset the boss and any bosses defeated prior to the current boss, drop any souls collected in the boss room on the node the last player was killed on, and tick the bonfire spark down to 0 if any remain. Players then, if they are able to revive at the bonfire, will then have to start at the very beginning of Boss Rush Mode. After a Boss Encounter After defeating a boss, health and stamina are restored in full. Players may spend 8 souls per character to refresh all tokens on that player. Luck tokens may still be refreshed for the cost of 1 soul per player if exhausted. No items may be purchased in Boss Rush Mode. After a boss is defeated, the DM will place the bosses encounter card to the side and prepare for the next boss to be encountered. This process is repeated until either all bosses are defeated or the players are defeated. If all bosses are defeated, congrats!
  9. Hi everyone! I have been playing for a good long time now. My group who I play with wanted a set of rules so that when we finished the first campaign to keep their classes, skills and items. So this is what I came up with. Campaign Rule – New Game Plus When ending a campaign, the normal course of action is to start a new campaign with all players starting as new classes and starting over. If players wish to continue playing a new campaign with their current classes, equipment and leveled stats, then the players may choose to use the rule set for New Game Plus. In similar fashion to the video game, players progress to the new campaign without changing who they are or what they have, but the game becomes progressively harder. Before Entering New Game Plus Players have a few things to consider before making the leap to New Game Plus. Have the players consider the following. Last Time Buy After fighting the last boss, players may spend the souls they acquired. Any souls not spent now will not carry over into New Game Plus. They spend these souls however they wish. Leftover Items at Firelink Shrine Any items that are equipped to your players characters will transfer over to New Game Plus. Any items left in Firelink Shrines item pool are then either discarded or shuffled back into the item deck, depending on the type of time. If the item was left over from a boss, the item is removed from the game until the boss is encountered and defeated again. Any legendary items that were added from previous encounters are also removed from the game. These will also be added after boss encounters to the normal deck. Starting items, if still present, are removed from the game indefinitely. If using the extended rules for Item Tiers or Merchants, reshuffle the respected decks. After Entering New Game Plus After players have finished the above actions, the DM will set up the next campaign, and will make the encounters harder. Soul rewards for defeating rooms remain the same as before. Though if the extended rule for hubris is in effect, the soul reward is doubled to 8 per player. Encounter Cards All encounter cards are increased in difficulty by one level to a maximum of 3. Tile Layout All tiles are to be used during each setup. Let me know in the comments below what you think!
  10. So after playing the main game I found the main flaw of the game is it can take up to 6hrs for a game. So these rules are designed to shorten the game while preserving the difficulty spikes of the original game. The idea behind these is that you play only 4-6 encounters (instead of 24-12) per boss and the difficulty is kept as close to the base game as possible. All groups start with 2 sparks and sparks do not reset encounters so you only have to fight 4-6 encounters per boss. Upon using a spark either by choice or death: you gain 2 souls per player. You may use a spark before any encounter or boss. After a boss, sparks are reset to 2 after boss and all token (e.g estrus, luck, heroic) are restored. Low Level Encounter is 1 on mini boss and 2 on main boss. High Level Encounter is 2 on mini boss and 3 on main boss. Soul reward/Game Flow/and Encounters (ignore encounters levels on Boss card) Note 1 Player Reward 2 Player Reward 3 Player Reward 4 Player Reward Upon spark use Trading spark is not counted but dieing or choosing to rest at the bonfire is. 2 Souls 4 Souls 6 Souls 8 Souls Encounter 1 Random Low Level Encounter 2 Souls 4 Souls 6 Souls 8 Souls Encounter 2 Random Low Level Encounter 4 Souls 8 Souls 12 Souls 16 Souls Encounter 3 Random High Level Encounter 32 Souls 48 Souls 48 Souls 32 Souls Spark Trade Only available between Encounter 3 and 4. You may trade 1 spark for this many souls this can only done once per boss. 6 Souls 12 Souls 18 Souls 24 Souls Encounter 4 Same encounter as 3 (Treasure and barrels are reset) 2 Souls 4 Souls 6 Souls 8 Souls Boss On all retries of boss you must repeat encounter 4 for no reward. Spark reset to 2 and Luck, Heroic and Estrus token restored Note: Total number of souls possible is equal to the classic game. (in 1 player game you get 16 souls at start as well) ==========================End of rules============================ Google docs version with some explanation behide the rule (after the rules) https://docs.google.com/document/d/1FtUS_Gg1czn4wAJolfdDLR19W3Khe9RX83PbxCq9fJs/edit?usp=sharing