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Dark Souls: The Board Game» Forums » General

Subject: Project Update # 91 rss

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Damo Damo
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Original thread can be found here.

Quote:
Hi Unkindled,

As promised last week, our topic today is the campaign mode for Dark Souls™: The Board Game. When creating the campaign mode, we needed to make a system that was accessible regardless of which game components players own. It also needed to expand the game to an extended gameplay experience while still using the core game engine and the game’s components.

Setup
The campaign system uses discrete campaign progressions that are broken down into campaign scenarios. The first two campaigns, The First Journey and The Coiled Sword, are found in the core game, and plenty of additional campaigns are found throughout the game’s expansions. Each campaign consists of multiple scenarios that take the party from a bonfire through exploration to the scenario’s boss battle. In some cases, it may go from a Bonfire through 3 Exploration tiles, then through to a boss. For others, it may be Bonfire, 5 Exploration tiles and then a boss. This varies depending on the distances between the encounters within the video games.

The campaign sessions straight out of the core game box will take just a few game sessions to complete, but epic campaigns incorporating numerous expansions could become an ongoing game event that spans months. We’ll include campaign options within each expansion, but the possibilities are limited only by your gaming group’s imagination.


Knight Player Character

Sparks
One of the biggest differences between a standard game and a campaign game is the way Spark tokens work. Sparks do not fully replenish each time the party defeats a boss as they usually do. Instead, players can purchase additional Spark tokens from the Firekeeper. This moves campaign gameplay closer to the video game experience rather than a traditional board game experience. If you’re willing to grind through Hollows for long enough, you will eventually gain enough souls and sparks to overcome any challenge.


Warrior Player Character

Progressing Through the Campaign
Rather than the game ending as soon as a main boss has been defeated as it works in a standard play through, scenarios continue through until all bosses in your chosen scenario have been defeated… Or until your party is defeated. (After all, no one’s forcing you to buy more sparks. Perhaps your group would prefer to push your luck instead!)

The length of these scenarios varies depending on the game components you have. Some are just 3 bosses long, while others can be 10+ bosses long with various Invader encounters along the way.


Herald Player Character

The Bonfire Tile

The cost of character progression in the campaign mode has been increased across the board to account for the extended game progression. Purchasing treasure from Blacksmith Andre and levelling up character stats costs more souls than it did before. Due to the increase in cost we’ve also added the ability to sell unwanted treasure back to Andre; however, once sold, equipment is discarded entirely and won’t be useable for the remainder of the scenario.

We’ve also added access to a ‘Tier 4’ stat upgrade for all characters. It costs a hefty 20 Souls to upgrade from Tier 3 to Tier 4, but it allows any character to equip any item in the game. So if you want the Fume Ultra Greatsword on an Assassin, you can make that happen in a campaign play through.


Assassin Player Character

Dashing Through

We know being able to skip through encounters is something that’s been spoken about a lot throughout the Kickstarter campaign, and it was a perfect fit for campaign play. For campaign play, we’ve added the possibility for players to “dash through” encounters they have previously defeated. This addition means players wanting to ‘skip’ encounters they don’t feel prepared to fight (or feel no longer pose a worthy challenge!), they can… But they will gain no Soul tokens for doing so.

Example
So that’s the main mechanical differences—now for an example! Let’s look at the Dark Souls 3 content because it gives a good demonstration of the modular system.

So this is the Dark Souls 3 scenario that will come in the Core game:

Dark Souls 3: The Coiled Sword
High Wall of Lothric - Bonfire Tile
Level 1 Encounter
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Winged Knight Mini-Boss
Undead Settlement - Bonfire Tile
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Level 3 Encounter
Boreal Outrider Knight Mini-Boss
Tower on the Wall - Bonfire Tile
Level 2 Encounter
Level 2 Encounter
Level 3 Encounter
Level 3 Encounter
Level 3 Encounter
The Dancer Main Boss

If you were to also own the Vordt Mega Boss expansion, it would look more along the lines of this:

Dark Souls 3: The Guard Dog
High Wall of Lothric - Bonfire Tile
Level 1 Encounter
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Winged Knight Mini-Boss
Tower on the Wall -Bonfire Tile
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Level 2 Encounter
Vordt of the Boreal Valley Mega Boss
Undead Settlement - Bonfire Tile
Level 2 Encounter
Level 3 Encounter
Boreal Outrider Knight Mini-Boss
Vordt of the Boreal Valley - Bonfire Tile
Level 2 Encounter
Level 3 Encounter
Level 3 Encounter
The Dancer Main Boss

This is all the Dark Souls 3 content available within the Kickstarter campaign, but if we release more Dark Souls 3 content post Kickstarter, you can be sure that we’ll make campaign scenarios that include it!

Using this modular style of scenario generation, players have control over the length of their campaigns. That means you can tailor your campaigns to meet your gaming needs, controlling their length and picking the models you want to use. Most of the campaigns you’ll find in official Dark Souls™: The Board Game products will mirror the video games that inspired them, but you’re more than welcome to come up with your own ideas for unique campaign runs.

Consider the possibility of an Invader Gauntlet campaign through progressively more difficult encounters, populated by progressively difficult Invaders! Or consider an epic campaign that culminates in battles against two bosses at once when all other challenges lay defeated behind you!

We’re excited about the possibilities that abound within Dark Souls™: The Board Game, and we hope that you are, too.

Praise the Sun! \[T]/
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There are some nice details in those models.

Quote:
Dark Souls 3: The Guard Dog
High Wall of Lothric - Bonfire Tile
Level 1 Encounter
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Winged Knight Mini-Boss
Tower on the Wall -Bonfire Tile
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Level 2 Encounter
Vordt of the Boreal Valley Mega Boss
Undead Settlement - Bonfire Tile
Level 2 Encounter
Level 3 Encounter
Boreal Outrider Knight Mini-Boss
Vordt of the Boreal Valley - Bonfire Tile
Level 2 Encounter
Level 3 Encounter
Level 3 Encounter
The Dancer Main Boss


If this was the video game the only way to fight the bosses in this order is to shamelessly murder Emma, you monster.

---EDIT---

Going by the templates above I made my own campaign using my own knowledge of the video game. Hope to make it into a working campaign and test it out once the rules come in to do so.

Dark Souls 3: kill the high priestess path
High Wall of Lothric - Bonfire Tile
Level 1 Encounter
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Winged Knight Mini-Boss
Tower on the Wall -Bonfire Tile
Level 1 Encounter
Level 2 Encounter
Level 2 Encounter
Level 3 Encounter
The Dancer Main Boss
Lothric Castle - Bonfire Tile
Level 2 Encounter
Vordt of the Boreal Valley Mega Boss
Undead Settlement - Bonfire Tile
Level 2 Encounter
Level 3 Encounter
Level 3 Encounter
Boreal Outrider Knight Mini-Boss
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anthony dybacz
United Kingdom
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I am wondering if it is possible to tailor the encounters to further enhance the theme.

For example, I dont really want Silver Knights showing up on the way to fight the Dancer.

Are there enough Encounter cards, of each level, to have thematic random enemies?
 
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Damo Damo
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I don't see why you couldn't manipulate the Encounter deck by removing monsters to enhance the theme a bit more. You could also note the encounter off the side of the board and shuffle the encounter card back into the deck. There's plenty of ways to do what you want.
 
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