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Dark Souls

TCG

Rule Book
Dark Souls TCG
Game Mechanics 2
Card Anatomy 2
Rule Keywords 2
Card Keywords 3
Equipment and Character Building 4
Character Setup 4

How to Battle 6
How turns work 6
Actions 6
Step 1: Choose an action 7
Step 2: Reveal Actions 8
Controlling Multiple Characters 8

Duel 8

Team Battle and Battle Royale 9

Campaign 9
Classes 10
Setup 13
Dungeon Card Types 13
Playing Campaign 14

Campaign Starter Contents 15


Action Cards 15
Starting Equipment 15
Other Cards 15
Dice 15

Undead Burg Contents 16


Dungeon Pack 16
Loot Pack 16
Enemy Pack 16
Special Cards 16

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Lore - The lore behind the item, this text has
Game Mechanics no mechanical impact on the card
The following sections specify how
the game works and how cards can be used. Attack (LA / HA) - Weapons the bottom
right corner will have the weapons light and
Card Anatomy heavy attack

Rule Keywords

Player(s) - one or more people playing a


game other than the Game Master.

Game Master (GM) - Person incontrol of


the enemy characters in a campaign.

Characters - Any entity which can engage


in battle, including player characters and
GM characters.

Name - The name of the card Range - if you are at range with an
opponent, you can only attack with
Weight, Spell type, or Stamina Cost (X) - weapons, items, or spells which are ranged.
This symbol in the top right corner indicates
the weight of the equipment, the spell type Melee - if you are in melee with an
of the equipment (sorcery/blue, opponent, you can attack with ranged and
pyromancy/red, miracle/white), or the cost non-ranged weapons, items, or spells.
to perform an action.
Equipment - any card which can be
Type - the type of the equipment, such as equipped to a character, including armor,
spell, weapon, item, armor, ring, etc. weapons, spells, items, etc.

Subtype - a second classification, usually Encounter - the 14 cards of the dungeon


the campaign deck or location it came from. deck.

Text - The text of the card which explains Battle - combat encounters between two or
what happens when it is used or equipped, more characters
including any cost to use the item such as
stamina

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Attuned - A spell is attuned if it is equipped Poison - On a successful Attack with this
or available to equip during a battle. weapon, the targeted opponent takes 1
damage at the start of each turn until the
Prepared - An item is prepared if it is next Rest. This effect cannot be stacked.
equipped or available to equip during a
battle. Toxic - On a successful Attack with this
weapon, the targeted opponent takes 1
Stunned - For this round you cannot choose damage at the start of each turn until the
or perform an action next Bonfire. This effect cannot be stacked.

Melee/Ranged Weapon - If a weapon has {Type} Casting - This weapon can be used
the keyword Ranged than it is considered a to cast spells of this type.
ranged weapon, otherwise it is considered a
melee weapon Stunned - You cannot choose an action this
turn and are susceptible to the backstab
Card Keywords action.
Ranged - Can be used at Range, Damage is
halved when Blocked. Reusable - This item is not discarded after
use and can be used any number of times.
Spell Damage - This spell deals damage
though block, if it is Ranged it is still Refillable {#} - This item can be used {#}
halved. times, and is not discarded. Uses are
replenished at Bonfires.
Lunge - Can be used for the Lunge Action
Finite {#} - This spell can be used {#}
One Handed - This weapon can be times. Uses are replenished at Bonfires.
equipped to either left or right hand.
Colossal - This Character cannot be parried,
Two Handed - This weapon must be cannot be backstabbed.
equipped to both hands.
Hallowed {#}, Burning {#}, Enchanted {#}
Parry {#} - Add this amount to parry roles - This weapon does an additional {#}
using this weapon. Miracle, pyromancy, or Sorcery damage
respectively. This bonus is applied after all
Speed {#} - Subtract this amount from parry other bonuses.1
rolls made against you while attacking with
this weapon

1
This means bonuses like that of the backstab action
are applied first

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Chaotic {#}, Ephemeral {#}, Radiant {#} - Item - Some can be used to attack, and
This creature takes {#} less an {#} more others have special effects. Unless otherwise
damage from Pyromancy/Sorcery, specified, Each can only be used once. After
Sorcery/Miracles, or Miracles/Pyromancy use the item is discarded (or set aside for a
respectively. duel). To use an item you must have it
prepared and equipped, you can change
which items you have prepared at rests. You
Equipment and Character Building can ready up to five items.
Weapons - weapons are equipment which
can be used to attack, cast, and block. They Ring - Give specific boons.
have a light and heavy attack value which
represents the damage done by each attack,
if the value of the light or heavy attack is 0
that attack cannot be used. Most weapons
can also be used to block either with a Character Setup
partial (where the damage blocked and the
stamina cost are set) or a full block (where 1 6 7
you block all damage and use an equal
amount of stamina). Some weapons are 2 3 4 8 9
ranged, they can attack at range but are 5 10
easier to block. Additionally some weapons
can be casting weapons which can be used
1 - Spells Slot
to cast spells in melee or range.
This slot contains the spell you have
equipped and all spells you have attuned. It
Armor - a piece of equipment which often
is a stack of spell cards with the current
Affects your maximum health,and can have
equipped spell on top. The current equipped
other benefits.
spell can be changed to an attuned spell with
the change equipment action. By default you
Spell - Can be used through the use of
can have two attuned spells.
casting weapons. They can have different
effects, some can be used to attack, and
2, 4 - Left and Right Hand Weapon Slots
some cannot. The Casting does not count as
These slots contain your current weapons for
an attack for the parry action. To use a spell
your left and right hand. There is no
you must have it attuned and equipped, you
functional distinction between left and right
can change which spells you have attuned at
hand. Your weapons can be changed with
bonfires. By default you can attune to two
the change equipment action to your
spells, though equipment can give you more
alternative weapons. You can only have one
attunement which raises this max by one.
weapon in each slot.

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3 - Armor Slot weight a character can have is 20, but some
This slot contains your current armor and actions are affected by your character weight
cannot be changed in a battle. You can only such as the Roll action.
have one armor in this slot

5 - Items Slot
This slot contains the item you have
equipped and all items you have prepared. It
is a stack of item cards with the current
equipped item on top. The current equipped
item can be changed to a prepared item with
the change equipment action. You can only
have 5 items prepared at a time, including an
Estus Flask.

6, 7 - Ring Slots
These Slots contain your equipped rings,
you can only have 2 rings equipped (one for
each slot). You cannot change rings during a
battle.

8, 9 - Alternate Weapon Slots


These slots contain you alternative weapons,
you can only have one per slot. These
weapons can be swapped for the currently
equipped weapons with the changed
equipment action.

10 - Backpack
The backpack is where you store items not
usable in the current battle, in a campaign
you can use it to store any amount of
equipment, in other game modes there may
be a maximum equipment amount.

Weight
Your character weight is the total weight of
all equipped items. Unless otherwise
specified by equipped items, The maximum

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How to Battle Actions
You have 2 key resources in battle, The following section explains all
health and stamina. Unless otherwise possible actions. Most of these rules are on
specified by your equipment, your max the action cards themselves, but some
health and stamina is 10. You start a battle clarifications are made here.
with max health and stamina, except in
campaign modes where health is tracked Light Attack - Costs 2 stamina. Deal that
between battles. weapon’s Light Attack damage to a target
There are also 2 types of positions player. Choose a Weapon: After Choosing
any character can be in, range where you cards and before revealing your cards, you
can typically use ranged weapons, and must declare if you are doing so with your
melee where you can typically use melee left or right hand, which must have a
weapons. You can switch between the two weapon with more than 0 Light Attack
positions with specific actions (advance, damage.
fallback, roll, etc.) and when you move to
range you move away from all characters Heavy Attack - Costs 3 stamina. Deal that
you are in melee with. When you move into weapon's Heavy Attack damage to a target
melee you must target a player you wish to player. Choose a Weapon with more than 0
move into melee with. When you are in Heavy Attack damage. If you deal no
melee with a character you are also in damage you will be stunned for the next
melee with all characters that are in melee turn.
with them. This can be shown by making
character cards (enemy cards or player Block - Costs stamina depending on the
cards) adjacent for melee or separated for weapon you choose. Choose a Weapon with
range. Block. Partial Block: reduces the damage
you take this turn by a set amount, and costs
a set amount of stamina. The amounts are
How turns work determined by the weapon chosen. Full
There are 4 steps to each turn, Block: Reduces the amount of damage you
picking an action, revealing actions, take this turn to 0, and costs stamina equal to
resolving actions, and movement. Actions the damage blocked. The Type of block
use stamina, and you cannot use an action capability is determined by the weapon.
which costs more stamina than you have.
Though if you still use more stamina than Advance - Costs 2 stamina. Forces a chosen
you have (for example with a full block) enemy into melee. Cancels Fall Back.
your stamina is 0 and you will be stunned
during the next turn. Fall Back - Move out of melee and gain 4
stamina. Does NOT prevent damage.

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If they are in melee or will move to melee
Estus Flask - Use your estus flask item. It this turn, deal the Heavy attack damage of
does not need to be equipped, but must be an equipped weapon of your choice (this
prepared. weapon can be chosen after actions are
revealed and can be different from the
Change Equipment - Change 1 piece of weapon used to parry).
equipment with another. Change 2 if you are
at range with all enemies. Can only be used
to change weapons for alternative Use Item - Use your equipped item.
weapons,spells with attuned spells, and
items with prepared items. Lunge - Costs 4 Stamina. Choose a weapon
with Lunge. Move into melee with an
Roll - Costs 3 stamina. Costs 1 more if your opponent and deal the chosen weapons
weight is 13 or more, costs 1 less if your heavy attack. Cancels Roll and Fall Back
weight is 7 or less. Dodge an attack taking
no damage and suffering no on hit effects.
You may move into melee with a target Step 1: Choose an action
player, or move to range and cancel an You must choose an action card (you
advance. If you want to move you must cannot pass a turn) and the action must be
declare which way you are moving and any valid, for example if you do not have a
targets, BEFORE hands are declared or casting weapon you cannot choose the cast
cards are revealed. action. Then after each player has chosen a
card, if you chose a card which requires you
to choose a weapon you must declare a
Backstab - Can only be used on a stunned weapon (left hand or right hand or by their
Opponent. Costs 3 stamina. Choose a name), and the player(s) you will target if
Weapon with more than 0 Light Attack required. The weapon you choose must also
damage. Deal twice the LA of a chosen be valid, for example you cannot make a
weapon. light attack with a weapon with 0 light
attack.
Cast - Costs 2 stamina. Choose a Weapon If the action you choose does not
with Casting with the appropriate spell type require you to target any player(s), or choose
for your equipped spell. Cast your equipped a weapon, you still can declare these to bluff
spell. a certain action. However once declarations
are made you cannot change your action.
Parry - Costs 2 Stamina. Choose a weapon.
If a target opponent revealed an Attack
Action, roll 1d6. If you roll a 4 or higher,
cancel that attack.

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character cards, announcing it, or using
Step 2: Reveal Actions numbered dice. In order for different
First make sure all players have had characters to use the same action you must
a chance to pick an Action and declare a reveal their actions sequentially in order to
weapon if needed (only declare after all use the Copy Action card which acts as a
actions are chosen). Then reveal all actions. copy of the last action you revealed. When
Copying an action you can choose new
Step 3: Resolve actions targets and different weapons.
Check if any action cancels another, If you prefer you can also use
if an action is canceled it is not resolved but multiple copies of the same action card
the stamina required is still consumed instead.
(unless the cost is dependent on the action
such as Full Block). If possible resolve all
actions as though they happen at the same Duel
time. For example if you have 3 health and Duel is the simplest way to play. A
your opponent has 4 health, and you both Duel is a one off 1v1 battle. The 2 players
attack for 5 damage, both you and your start at range with maximum health and
opponent will die at the same time (possibly stamina. Booth players take their turn at the
resulting in a tie). If, in the rare case, the same time, and turns proceed until one or
actions cannot be resolved simultaneously, both players have 0 or less health or they
priority goes to the player with the least until a player concedes (a player can
health. concede at any time).
Finally after actions are resolved if a You can also play duels as a best of
player has spent or lost more stamina that X games (i.e. best of 3). In that case you
they had, their stamina remains at 0 and they start each round at range with maximum
are stunned during the next turn. health and stamina. If you play a best of X
game, you can store equipment in your
Step 4: Movement backpack to switch out with other equipment
Resolve any movement abilities of between rounds. You can store a maximum
revealed actions. of 5 pieces of equipment, and you can only
switch equipment after the first game. Items
which would normally be discarded or spells
Controlling Multiple Characters
with a finite number of uses can be used
In some game modes, such as
again in each round.
campaign, it is required that one person
controls multiple game characters.
First, before actions are chosen, you
must signify an order which you will reveal
your actions. You can do this by arranging

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Team Battle and Battle
Royale
These game modes are similar to
duels except with more than two players. In
a Battle Royale any number of players fight
in a free-for-all and the last player standing
wins. You also can play a Battle Royale as a
best of X game, with Backpack equipment.
Players are able to concede, but only at the
start of a turn.
A Team Battle is similar except
players are split into two or more teams, and
the last team to have living players wins.
You also can play a Team Battle as a best of
X game, with Backpack equipment. Teams
are able to concede, but only at the start of a
turn by a unanimous decision.

Campaign
Campaign is significantly different
from other gamemodes. Instead of one off
battles you will fight continuous battles
against tougher and tougher foes. In this
mode instead of player versus player, you
will be fighting player versus Game Master.
To start the game the player must pick a
class and a gift, which determine the
equipment they start with. This is the
equipment the player starts with

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Classes
Pyromancer

Sorcerer

Cleric

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Knight

Warrior

Hunter

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Rogue

Gifts

x2

Every Character
also starts with an
Estus Flask

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them, either way set them aside for now.
Setup This pack contains Merchant and Boss
After the player choses a class the cards.
GM must set up the next location. Each
location has a Dungeon Pack, a Loot Pack,
an Enemy Pack, and a Special Cards Pack. Dungeon Card Types

Loot - The cards will have you draw from


the Loot Deck, and then are discarded from
the Dungeon Deck. They come in different
types like Chests which allow the player to
choose from 3 options, or Lost Souls where
the player draws the top card of the loot
First open the Enemy pack, the GM and deck.
player can inspect the cards inside, then set
these cards aside. Next, from the Dungeon Merchants - Merchants allow you to trade
Pack, remove the loot cards (3), merchant equipment for other items. You can discard
card (1), Black Knight Encounter Card (if any 2 equipment cards for 1 card of the
there is one), and Bonfire card from the matching merchant type form the Special
Dungeon Pack and put them aside. Then the Cards Pack. For example after drawing
player should shuffle the remaining cards Petrus of Thorolund, you could discard a
from the Dungeon Pack, while the Game shortsword and a firebomb, to gain the Force
Master shuffles the Loot Pack. Once both Spell.
are shuffled, set the loot pack aside face
down, this is the Loot Deck. The Player Hazard - Hazards have no effect when
should give the Dungeon Pack back to the drawn but instead effect the next Battle
GM face Down. Then the Game master when drawn.
deals himself 3 cards face up, picks one, and
discards the rest. They repeat this process Battle - Battles are encounters where the
until they have chosen 10 cards, these are players fights with one or more enemies, and
the Dungeon Encounters. The Game master sometimes have additional effects. They
then secretly arranges the encounters, loot, must defeat all enemies before moving on.
Black Knight and Merchant cards in any Battles follow the same rules as Duels
order they wish, BUT they must put the except the GM controls one or more
bonfire card in the center (7 cards in). After enemies. However the player's health is not
arranging them the cards are placed face reset at the end of a Battle.
down, and this is the Dungeon Deck (cards
are drawn from the top). The GM may also
open the Special Cards Pack and inspect

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count cards instead). If a card from the
Playing Campaign dungeon deck is discarded the middle
bonfire stays in the same order (i.e.
Each Dungeon Area has 2 bonfires, discarding one card before the bonfire
14 dungeon encounter cards (The Dungeon makes the bonfire appear after 6 cards).
Deck), and a boss. The player’s goal is to Bonfires are just like normal rests except,
reach the Boss and defeat it. To do so they the players HP also resets to max, and some
must go through each card in the dungeon equipment uses are reset, like the estus flask.
deck, which the GM uses to try to stop them. Attuned Spells can be changed at a bonfire.
Between dungeon encounters the player’s In addition if the player Dies they return to
health, item uses, spell uses, and other stats, the last bonfire they visited and have a
roll over and are not reset. Stamina however bonfire rest phase.
is reset during rests between encounters. If a player dies they return to the last
Bonfire they visited and Reset their Health,
Rests - Between each dungeon encounter Stamina, Spell uses, Refillable item uses,
there is a rest phase, during each rest the and all conditions are removed. If a player
players stamina is reset to max, and you can dies and completes a battle with loot, they
use any equipment that says it can be used still gain the loot (and the card is discarded
during a rest any number of times. You can if applicable).
also change any of your equipment during a After surviving all dungeon cards the
rest, including changing with equipment in player fights the boss (there is a rest phase
your backpack. Some equipment abilities are before boss), Bosses have special actions,
triggered by rests as well, if anything is effects, and usually a special hazard, and
triggered at the “start of a rest” it happens usually a white player ally spirit. If the boss
before you can change equipment (except is defeated and the player survives, the
attuned spells) or perform any rest actions player chooses one of the boss loot cards
and they cannot be triggered by equipping and moves to the next region.
them during a rest. If anything is triggered at
the “end of a rest”, it occurs after the player
performs any rest actions, and no rest
actions can be performed after the trigger.

Bonfires - Bonfires are a special type of


rest. There are 2 per region, One at the start
of the dungeon deck (before the first card),
and one in the middle (after 7 cards).
Bonfire rests can be represented through a
bonfire card, but they are not an encounter
card. A bonfire card is not required (you can

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1 ✕ Rotten Pine Resin
Campaign Starter Contents 1 ✕ Cloak
2 ✕ Firebomb
1 ✕ Humanity
Action Cards 1 ✕ Divine Blessing
2 ✕ Block 1 ✕ Master Key
2 ✕ Advance 1 ✕ Old Witch's Ring
2 ✕ Fall Back 1 ✕ Pendant
2 ✕ Cast
2 ✕ Light Attack
2 ✕ Heavy Attack Other Cards
2 ✕ Parry 7 ✕ Player Cards
2 ✕ Backstab 1 ✕ Black Knight Reminder Cards
2 ✕ Change Equipment 3 ✕ Condition Reminder Cards
2 ✕ Drink Estus Flask
2 ✕ Roll
2 ✕ Use Dice
2 ✕ Lunge 2 ✕ Red d20 (health)
5 ✕ Copy Action 2 ✕ Green d20 (stamina)
15 ✕ Red d10 (enemy health)
Starting Equipment 15 ✕ Green d10 (enemy stamina)
1 ✕ Ember of Pyromancy 10 ✕ Yellow d6 (estus)
2 ✕ Parrying dagger 20 ✕ white d6 (various counters)
2 ✕ Worn Robe
1 ✕ Fire Bolt
1 ✕ Faint Catalyst
2 ✕ Kite Shield
1 ✕ Soul Arrow
1 ✕ Mace
1 ✕ Ragged Talisman
2 ✕ Knight Armor
1 ✕ Heal
1 ✕ Broad Sword
2 ✕ Green Blossom
1 ✕ Spear
3 ✕ Short Sword
2 ✕ Leather Armor
1 ✕ Short Bow
1 ✕ Poison Arrow

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Undead Burg Contents
Enemy Pack
4 ✕ Broken Straight Sword
Dungeon Pack 1 ✕ Cracked Round Shield
1 ✕ Chest 2 ✕ Spear
2 ✕ Lost Souls 1 ✕ Black Knight Sword
1 ✕ Petrus of Thourland 1 ✕ Black Knight Shield
1 ✕ The Black Knight 4 ✕ Desperate Hollow
3 ✕ Ambushed! 2 ✕ Hollow Spearman
4 ✕ Check Every Corner 1 ✕ Hollow Grenadier
3 ✕ Hollow Guards 1 ✕ Hollow Soldier
3 ✕ Hollow Soldiers 1 ✕ The Black Knight
5 ✕ Lone Undead 1 ✕ Blue Tearstone Ring
1 ✕ Bonfire
3 ✕ Archers Overhead Special Cards
2 ✕ Big Boulder 1 ✕ Taurus Demon
4 ✕ Precarious Pit 1 ✕ Bull Charge
1 ✕ No Retreat
Loot Pack 1 ✕ Prepare To Strike
2 ✕ Charcoal Pine Resin 1 ✕ Bash
1 ✕ Gold Pine Resin 1 ✕ Huge Slam
4 ✕ Souls 1 ✕ Demon’s Greataxe
3 ✕ Firebomb 1 ✕ Drake Sword
2 ✕ Poison Arrow 1 ✕ Astora’s Straight Sword
2 ✕ Bastard Sword 1 ✕ Thourland Talisman
1 ✕ Broad Sword 1 ✕ Force
2 ✕ Light Crossbow 1 ✕ Great Heal Excerpt
1 ✕ Kite Shield 1 ✕ Heal
1 ✕ Mace 1 ✕ Atop The Ramparts
1 ✕ Short Bow
1 ✕ Spear
1 ✕ Shortsword
1 ✕ Cloak
1 ✕ Knight Armor
1 ✕ Leather Armor
1 ✕ Worn Robe
3 ✕ Humanity
2 ✕ Caduceus Round Shield

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