Happy Halloween - Developer Blog, Classic Dungeon Crawl
We met with our manufacturing partners at SPIEL to lock down some of the final parts of the big Wave 2 timeline update. We nearly have all we need to do our full update - thank you, everyone, again for your patience while we gather the most accurate estimate and realistic timelines we can for Wave 2. The armour sets are going through the second round of approval right now, but we can show you the re-modeled Havel Set as an early preview.
A recurring theme in the Kickstarter comments as well as on our Dark Souls™: The Board Game forums is that many of you are coming up with creative alternate rules to enhance your group’s Dark Souls™ gaming experience. Every group is different, so it makes sense to tweak the core game rules to suit their specific needs. Some groups don’t have as much time as others. Others prefer greater control over character progression. And some groups want the game to be more difficult while others want it to be easier!
To avoid confusion, we chose not to weigh down the core rulebook for Dark Souls™: The Board Game with pages upon pages of potential options and house rules, but we certainly want to encourage you to play in the way that will allow your gaming group to gain the most enjoyment from the game!
Today, we’re going to present the rules for the Classic Dungeon Crawl variant for playing Dark Souls™: The Board Game. Within the game development, we often talk about ‘turning the dial’ for complexity or power or some other element of a game. In this particular case, we’ll be turning the dial for ‘Dark Souls-i-ness’ down a bit, but we’ll be also be turning the dial for ‘Game Length’ down substantially. If your group wants a faster way to play, then the Classic Dungeon Crawl might be for you.
The Classic Dungeon Crawl variant doesn’t change many game rules, but it changes the experience of playing Dark Souls™: The Board Game quite a bit! The core element of gameplay in this variant is that the players have just one chance to defeat the encounters that lie before them.
• Remove all references to the Spark dial
• If a character dies, the players immediately lose the game
• Characters’ Estus Flask tokens and Heroic Action tokens only refresh after they defeat a boss
• Each player gains bonus souls for each encounter they defeat (including boss encounters) – award +9 souls per encounter for solo play, +7 per encounter for two players, +5 per encounter for three players, or +3 per encounter for four players
Rather than repeating the same encounters each time the party uses a bonfire spark, in the Classic Dungeon Crawl variant, players will get just one shot at each encounter, but their character progression in terms of stats and equipment is also vastly accelerated compared to a standard playthrough.
It’s also very easy to increase or decrease the difficulty of this variant.
• For easy mode, change the bonus souls to +15 for solo, +10 for two players, +7 for three players, and +5 for four players
• For challenge mode, change the bonus souls to +6 for solo, +4 for two players, +3 for three players, and +2 for four players
• And if you’d like to brave a nearly impossible mode, feel free to skip the bonus souls altogether
A fun and challenging variant of this variant is the Boss Bash. In addition to the previous changes to the core rules, replace all of the encounters after the mini boss (that lead up to your selected main boss) with a mini boss or main boss you haven’t faced yet.
Note that the intricacies of boss encounters turn the dial for game length back up a bit, but defeating this gauntlet can make for a truly memorable Dark Souls™: The Board Game game night!
During the next development update, we’ll take a look at another one of the mega boss expansions, but we’ll return to looking at variant game modes in the future.
Praise the Sun! \[T]/