You are on page 1of 10

Hollowed Edition

Version 1.3

by
Santuric
Leveling Cost
Quick Reference Actions

Base to Tier 1 costs: 2 souls Major actions


Tier 1 to 2 costs: 4 souls Attack
Tier 2 to 3 costs: 6 souls Rest
Tier 3 to 4 costs: 8 souls Minor actions
Run
Tier 3 and 4 restricted during Early Game Estus
phase. Free actions
Walk
Shop Cost Swap

Buy from the shop when at the Bonfire. Gain 1 stamina passively on turn start.

Three available decks, the Weapon Deck, Out of Combat


the Armor Deck, and the Magic Deck.
Restore all stamina and health.
Buying an item costs 1 soul.
Respawn dead players, with all tokens
In the Late Game phase, transposed items, recharged.
and legendary items become available.
May recharge tokens.
Encounter rewards
Coin token 1 soul
X+1 individual souls to each player, Pendant token 1 soul
where X is the level of the encounter. Estus token 2 souls

Completing more than one encounter in a Conditions


row without returning to The Bonfire,
rewards players with shared souls. Does Bleed. At 2x stack, consume all for
not reset in the case of death, unless the 3 damage.
entire party wipes. Bosses do not count for
streaks. Poison. ∞ stack, consume all on
turn end for 1 damage each.
x2 +1 shared soul per player
x3 +2 shared souls per player Stagger. Lowers player success on
x4 +3 shared souls per player attack rolls. Lowers enemy attack.

Boss rewards Frostbite. Player attacks and


movement costs more. Enemy dodge and
Mini - 10 shared souls + 2 per player movement lowered.
Main - 10 shared souls + 4 per player
Mega - 10 shared souls + 6 per player Phantoms

Bosses also reward their respective boss Invaders trigger whenever a player is
items, and 1 spark for the spark dial. embered. Once per floor.

Death Summons can be summoned once per


floor, for each tombstone found on that
Respawn with hollowing, represented by floor. Halves soul rewards.
black cubes on health bar. 2 cubes first
death, then 1 more. May be reversed by A floor is the series of encounters leading
becoming embered. up to and including a boss.

Drop souls on death, regain by surviving


an encounter.
Introduction
Table of contents Welcome to Hollowed Edition. This is an
• Introduction 1
overhaul for Dark Souls: The Boardgame,
which aims to improve the game by
• Setup 2 changing rules related to exploration,
rewards, shopping, death, and combat, in
• The Bonfire 3 order to give players a more challenging,
• Resting 3 less grindy, and more rewarding dungeon
• The Firekeeper 3
crawling experience.
• Sparks 3 It is aimed at players who are already
• Blacksmith Andre 3 familiar with reading tokens and cards,
general rules for enemy behavior, and
• Exploration 4
using the character sheets. All other
• Encounter Rewards 4 changes and rules are explained in detail.
• Vanquishing 4
This overhaul seeks to improve upon the
• Out of Combat 4 game without radically overhauling the
• Dungeon Layout 4 structure of the vanilla rules. The aim is
• Hollowing 5
to create an experience closer to the
actual video games, that is more focused
• Death 5 on player decision making and resource
• Embers and Sparks 5 management, instead of random chance
• Dropped Souls 5
and grinding, and allows for more time
fighting bosses.
• Obstacles 6
• Terrain 6
• Summons 6 Have fun.
• Invaders 6 Don’t you dare go hollow.
• Mimics 6

• Combat 7
• Activations 7
• Actions 7
• Block and Dodge 7
• Enemy behavior 7
• Conditions 8
• Errata 8

1
Setup
Each player chooses a starting class, with the
appropriate starting gear. Place the estus, coin, and
pendant tokens on the character board face up, but not the
ember token. Place a white cube on the base level of each
stat.

Players start unembered, and without any points of


hollowing.

Shuffle the treasure cards into three piles, according to


the rules listed on page 3.

Choose which bosses will be encountered during the


campaign. Set aside their boss items, and keep all
remaining unused boss treasures at hand.

Choose whether or not to use mimics and phantoms


during this campaign, and prepare the necessary models
and tokens.

Turn the spark dial according to the amount of players.

Solo players begin with 6 souls.

The game has two phases: Early Game and Late Game.
Players begin in the Early Game phase, and go to the Late
Game phase after defeating the first boss.

Set up the dungeon tiles for the current floor, and place
face down encounter cards according to the difficulty
shown on the data card of the current active boss.
Alternatively, set up the dungeon procedurally according
to the rules on page 4.

Choose a player to receive the first activation token.

Prepare to die.

By u/tettix

2
The Bonfire
Resting Blacksmith Andre
The Bonfire is your home base, where you Blacksmith Andre allows players to
rest and spend your hard-earned souls. The purchase items, and upgrade weapons and
Bonfire tile also stores your souls, sparks, armor when resting at The Bonfire.
and inventory.
Andre has three item decks to purchase
Players may choose to return to The Bonfire from. These decks are sorted before the
at any time when not in combat, in order to game begins, and each contain specific
rest, purchase items, and level up. types of items.

Resting heals all stamina and health for all The Weapon Deck contains all weapons,
players. Hollowed players remain hollowed both one- and two-handed, as well as
when resting. Resting also recharges the ranged and throwable.
estus, luck, and heroic action tokens.
The Armor Deck contains all armors and
Returning to The Bonfire resets the bonus shields.
soul streak.
The Magic Deck contains all sorceries,
miracles, pyromancies, weapon upgrades,
The Firekeeper and armor upgrades.

The Firekeeper is available when resting at When the game begins, shuffle all active
The Bonfire, and allows players to level up basic class items into their respective
their stats in exchange for souls. decks. When the party reaches the Late
Game phase, shuffle all active transposed
class items, and all legendary items into
The cost of leveling up depends on the tier their respective decks.
in question. Players may not level a stat to
Tier 3 or 4 during the Early Game phase.
Separate all available embers equally into
• Tier 0 to 1 costs: 2 souls three piles, and shuffle these into each deck
before the game begins. In case of uneven
• Tier 1 to 2 costs: 4 souls distribution, the Magic Deck gets priority.
• Tier 2 to 3 costs: 6 souls
Purchasing an item from any of the decks
• Tier 3 to 4 costs: 8 souls costs 1 soul.
Tier 4 is an additional tier players can Andre can upgrade weapons for free, if you
achieve in the Late Game phase. Upgrading have the necessary materials and stats.
a stat to tier 4 sets the attribute to However, weapon upgrades cannot be
40 stat-points, i.e. the maximum. Indicate removed, only replaced. Discard any
tier 4 by replacing the white cube with a red replaced upgrades.
cube.
Armor can also be upgraded for free, using
armor upgrades like rings. These can be
Sparks removed and swapped freely when resting
at The Bonfire, or when exploring and out of
combat.
Sparks may be used to reverse hollowing
when resting at The Bonfire. One spark
grants the embered status to a single
player.

The amount of sparks scale with the


amount of players, and can only be
increased by beating a boss or consuming
an ember item.

Sparks are counted using the spark dial.


Note that the amount of sparks cannot go
above 5.
Concept art

3
Exploration
Encounter Rewards Out of Combat
When an encounter has been defeated, After defeating an encounter, all surviving
players receive souls according to the players recover all health and stamina.
difficulty of the encounter. Souls can be
either individual or shared. Individual souls The players may choose to continue
can only be used by the respective player, exploring, or return to The Bonfire.
but can be used for shared goals like buying Returning resets the Soul Streak.
items. Shared souls can be used in
combination with individual souls by any Dead players respawn after the encounter
player. has been cleared, with an additional stage
of hollowing.
Encounter rewards
While exploring and out of combat, tokens
• X+1 individual souls to each player on the character board may be recharged
where X is the level of the encounter. for souls, without returning to The Bonfire.

Soul Streak Recharging Coin tokens costs 1 soul.


Recharging Pendant tokens costs 1 soul.
Completing more than one encounter in a Recharging Estus tokens costs 2 souls.
row without returning to The Bonfire,
rewards players with shared souls. This
resets if any player dies. Bosses do not
count for streaks, and streaks are reset
after beating a boss.
Dungeon Layout
The term ‘floor’ refers to the rooms between
• 2x streak +1 shared soul per player a bonfire and a boss, the boss room
included. Several effects in the game are
• 3x streak +2 shared souls per player limited to use within a given floor.
• 4x streak +3 shared souls per player
The Dungeon may be laid out as normal, or
Boss rewards laid out using an alternate, procedural
mode.
• Mini 10 shared souls +2 per player
• Main 10 shared souls +4 per player In the procedural mode, only lay out the
Bonfire Tile at first. New tiles are laid out as
• Mega 10 shared souls +6 per player the party explores through any available
exit. The further into the dungeon the party
Bosses also reward their respective boss ventures, the more likely they are to find the
items, and 1 spark for the spark dial. fog door to the boss. The fog door can be
entered if the adjoining room is clear.
After defeating a boss, players return to The
Bonfire and gain all resting benefits. They When entering each new room, the party
do not become embered. rolls 4 dodge dice to perform a check by
counting the face-up icons on the dice. If
the check succeeds, a fog door appears.
Vanquishing Place a revealed fog door on any free exit
from the given tile. The chance for this
After defeating an encounter, keep all increases with each room. You can keep
terrain and trap tokens on the tile, and keep exploring if the fog door is found early, up
the encounter card face up. Opened chests to 4 rooms total.
and broken barrels remain as such.
Encounter cards for the new rooms are
If all players die in an encounter, the latest chosen from the 4 cards listed on the
room to be defeated respawns. This room upcoming boss’ data card, and are placed
grants normal rewards, and terrain is reset. from easiest to hardest.
Otherwise, encounters remain cleared, even • First room - Requires 4 icons
when returning to the Bonfire. • Second room - Requires 3 icons
• Third room - Requires 2 icons
• Fourth room - Guaranteed

4
Hollowing
Death Embers and Sparks
When a player dies, they lose any embered Embers can be found when buying items at
status and begin to hollow. Hollowing the shop. They can be consumed while
decreases the capabilities of the player, resting at the bonfire to increase the spark
which is indicated by placing black cubes dial by one. The dial cannot go above 5, but
on the right side of the health/stamina bar. embers do not have to be consumed right
This lowers max health and stamina, and away.
cannot be removed by normal means.
A spark may be consumed from the spark
After the first death, place 2 black cubes on dial to grant the embered status to one
the right side of the bar. player.

After the next death while hollowed, place 1 Becoming embered removes all stages of
additional black cube on the right side of hollowing, and gives you the embered buff,
the bar for a total of three. which is indicated by the ember token.

If any player dies while on the second stage While embered, when taking 3 or more
of hollowing, they are permanently removed damage in a single hit, you may reduce that
from the game. If all players are removed, or damage by 1.
they concede, the game is over.
Keep in mind that sparks are the only way
Hollowing can be reversed by becoming to reverse hollowing, so use them wisely.
embered. Players can become embered by
consuming a spark while resting at The
Bonfire. Dropped Souls
When a player dies, they drop their
A player does not die from having a full individual souls. If all players die, the
health/stamina bar. They only die if they shared souls are dropped too.
take damage in excess of empty slots.
Players cannot use moves that require more Dropped souls can only be regained by
stamina than they have empty slots. defeating another encounter without dying.
If a player with dropped souls die again
If a player dies, the remaining players before recovery, those souls are lost for
continue fighting. Only if all players die is good. All dropped souls are recovered if a
the encounter lost. Dead players do get boss is defeated, even if that player died
souls from the encounter. during the boss encounter.
Once an encounter has been defeated, any
dead players respawn. Dead players gain an
additional stage of hollowing, lose their
embered status, and recharge their coin,
pendant and estus tokens.

Concept art

5
Obstacles
Terrain Invaders
Some encounters contain terrain obstacles. Invaders are attracted to embers, and will
Terrain only respawns after being broken or try to take them from you by force.
opened, if the encounter repopulates after a Whenever any player becomes embered,
party wipe. place invader tokens on all undefeated
encounters. All but one token must be
Barrels are impassable to regular empty. The remaining token is chosen at
movement, but can be broken by spending random, and indicates which phantom will
one stamina while moving, or while dodge- invade. In the Early Game phase, use
rolling or getting pushed into them. After standard invaders. In the Late Game phase,
ending the encounter, roll one black die for use advanced invaders.
each intact barrel, and receive shared souls
equal to the amount of symbols. Invaders spawn on the middle node of the
board, and fight you alongside normal
Tombstones are impassable. They also enemies. They always activate after normal
block line of sight for ranged attacks. For enemies.
each tombstone encountered on a floor, the
party may summon a white phantom once Defeating an invader immediately rewards
on that floor. players with their specific items, as well as
souls.
Chests are impassable. After ending the
encounter, the party may open it and • Standard 1 shared soul/player
receive one random boss treasure, amongst
the unused boss treasures of any tier of • Advanced 2 shared souls/player
boss. Beware of mimics.
If any players are defeated during an
Crystal Lizards are optional chances for invasion, the invader leaves. The invader
treasure. Players must defeat lizards before does not come back, even when re-entering
ending the encounter to receive their items. that encounter or becoming embered again.
Lizards do not come back if the encounter
is reset, even if not killed. Mimics
Traps are hazards that occur if the If mimics are enabled for the current game,
encounter is trapped, as shown on the place a face down mimic card next to each
encounter card. Place trap tokens face game tile when setting up the dungeon.
down on all yellow nodes, excluding edges
with a connected doorway. Resolve traps If an encounter contains a chest, players
when a player moves onto that node. may risk awakening a mimic when opening
it.
Summons After defeating all enemies in an encounter,
If the party has survived an encounter with choose whether to open or forgo the chest.
a tombstone, they gain the option of Players heal as normal, but do not have the
summoning a white phantom. This can be opportunity to change equipment, recharge
done one time for each tombstone found on tokens, or move before opening. Dead
the current floor. Summoning charges do players respawn on the same node they
not have to be used right away, but go away entered from, now hollowed.
when reaching the next floor.
Flip the mimic card to see whether the chest
Before entering a new room, a white is actually a mimic. If so, begin the mimic
phantom can be summoned. This can be fight immediately. Mimic rewards count as
done for both normal encounters and opening two chests.
bosses. Summons are chosen at random. In
the Early Game phase, use standard If players forgo opening the chest, it can
phantoms. In the Late Game phase, use the only be opened again if the encounter is
advanced phantoms. repopulated.
If the players defeat the encounter, they
gain only half the amount of souls rounded
down, regardless of whether the phantom
lives or dies.

6
Combat
Activations Actions
Turns are divided into activations. During their activation, a player can
perform a major and a minor action, or two
Enemies always activate first when entering minor actions. Actions can be done in any
an encounter. order. Free actions can be done at any time
during the activation, but only once each.
Invaders activate after enemies, if present.
Attack - Major action
One player then activates, according to turn
order, followed by a white phantom, if Perform an attack with one or both
equipped items. Pay the relevant stamina
present. costs for all attacks.
At the beginning of a player’s activation, Rest - Major action
that player gains the aggro token. They also
passively recover 1 stamina. Recover all of your stamina.

Then, repeat from monster activation. The Run - Minor action


player to the left of the active player is next
to activate. Move any number of nodes at the cost of
one stamina for each node moved.
When first entering an encounter, the first Estus - Minor action
player to activate is the one who holds the
first activation token. No player holds the Drink your estus to recover all health,
aggro token before the first player activates. and cure all conditions. Flip estus token to
the empty side.
After finishing an encounter, give the first
activation token to the player on the left Walk - Free action
form the current holder.
Move one node in any direction, at no
stamina cost.
Block and Dodge Swap - Free action
Block and dodge are not always equal Swap equipment between your hand
options in combat, and are receiving and your back.
changes to alleviate this.

When blocking, roll all dice available


according to your equipment. Choose any
two rolled dice. These two dice represent the
blocked damage.

Dodging works as normal, but on a failed


dodge roll a player may block damage from
the attack using only the dice listed on their
armor, and not weapons and shields.

Enemy Behavior
If monster behaviour would cause it to move
into a node with three models already on it,
it must push another monster. If no
monsters are on the node, the player with
the lowest threat score is pushed.

When a model is pushed, it must move in a


logical direction away from the source of the
push. If the push originates on the same By OneSpeechless
node, such as a leap or expel, the player
may choose freely.

7
Conditions Errata
Certain attacks inflict conditions. These The Titanite Demon Titanite Shard boss
conditions have a negative effect, which are treasure is now a Titanite Chunk, and
slightly different depending on whether they grants +2 damage.
afflict a player or a monster.
The Stray Demon Titanite Shard boss
Most conditions are removed at the end of treasure is now a Titanite Slab, and grants
an activation. They may also be removed by +3 damage.
consuming an estus flask.
Tiny Beings Ring now grants 1 health gain
Weapons that naturally inflict conditions at the beginning of the activation, in
cannot be infused with upgrades that add addition to any passive stamina gain.
the same condition.
Chloranthy Ring increases the passive
Bleed stacks up to 2 times, and is not stamina gain to 2 instead of 1 at the
removed at the end of activations. When a beginning of activation for all players on
model reaches 2 stacks of bleed, the stack that node.
is consumed and the model takes 3 damage
unaffected by armor. Covetous Silver Serpent Ring now grants 1
additional shared soul per player, when
Poison can stack indefinitely. At the end clearing an encounter.
of a poisoned models activation, it
consumes all poison tokens, and takes Mon Ring can now be used once per floor.
damage equal to the amount, unaffected by
armor. Old Leo Ring effect now counts since the last
activation of the player wearing it.
Stagger does not stack, and is removed
at the end of an activation. A player with Players only receive boss items from the last
stagger suffers -1 success on all attack of Ornstein and Smough to fall.
rolls. An enemy with stagger has damage
values lowered by one.

Frostbite does not stack, and is removed


at the end of an activation. A player with
frostbite must spend 1 additional stamina
to attack, and for each node moved. An
enemy with frostbite has their dodge and
movement values lowered by 1.

Calamity does not stack, and is not


removable. A player with calamity suffers -1
success on all block, resist and dodge rolls,
and all damage taken is increased by 1.
Calamity is inflicted by Kalameet.

Corrosion does not stack, and is


removed upon taking damage. It corrupts
equipment, and causes players to suffer
-1 success on both attack, block and resist
rolls. Corrosion is inflicted by the Gaping
Dragon.

All conditions are removed upon ending an


encounter or dying.

By Unknown

You might also like