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Rules of the Campaign
Below are the rules specic to campaign play that dier from the rules for playing a
non-campaign game of Dark Souls™: e Board Game. Other than these specic changes,
follow the standard rules while playing a Dark Souls™ campaign.
Setup
e setup for Dark Souls™ campaign scenarios is largely the
same as for a standard game. Each section of a scenario has
varying numbers of exploration tiles before boss encounters,
however, based upon the length of exploration preceding the
next boss battle in the Dark Souls™ video game series. e
quantity and diculty of the encounters are found in the
‘Campaign Scenarios Using the Core Set section on p.34.
It is also important to note that some exploration areas can
contain two or more boss encounters instead of just one. Players
do not gain additional spark tokens or reset the tiles until the
nal boss in an area has been defeated.
Adding and
Dropping Players
During campaign play, sometimes a new player would like to join
the party part way through or an existing player is required to leave.
New players can join a campaign that is in progress at the cost
of 1 spark each. e new player begins the game with starting
character stats and equipment. e new maximum number of
sparks is based on the new number of characters.
If a player character leaves the party, the party gains 1 spark,
the character’s equipment is added to the inventory, and the
maximum number of sparks is changed to reect the new
number of characters.
The Bonfire Tile
When purchasing treasure from Blacksmith Andre, the cost is
increased to 2 souls per treasure card. Unwanted treasure cards
that are not used can be sold back to Blacksmith Andre for 1
soul each. ese treasures are discarded and cannot be found
again during the campaign.
e costs to level up stats at the Firekeeper change to:
Additionally, each stat on a character board can be upgraded
to Tier 4 at a cost of 20 souls. e value of any stat at Tier 4 is
considered to be 40.
Progressing through
the Campaign
As you kill bosses, new bonres are lit, opening up new areas to
explore. e campaign ends when the party runs out of sparks or
the nal boss of the scenario is defeated.
Dashing Through
e party has the option to dash through non-boss encounters.
After entering a room with a face-down encounter card, the
encounter begins normally by setting up the encounter and
activating the enemies. Once all enemy behaviours have been
resolved, the party may decide to dash through the encounter.
Immediately place character models on the entry nodes of a tile
connected to the current one.
No souls are rewarded for the encounter, and no Health is
restored after the encounter; players leave all red cubes on their
endurance bars. After dashing through an encounter, enemy
models are removed from the tile, the encounter card is turned
face down, and players will need to face the encounter (or dash
through it) if they travel this way again.
Sparks
A group starts a campaign with the standard number of
sparks (see Initial Setup’, p.8).
Each time a mini boss, main boss, or mega boss is defeated,
the party gains 1 spark instead of resetting the bonre’s
sparks.
e party may purchase additional sparks from the
Firekeeper at a cost of 2 souls per character in the group,
up to a maximum of the starting number of sparks. (For
example, an additional spark for a group of three player
characters would cost 6 souls, and they could have a
maximum of 3 sparks.)
Base to Tier 1 4 Souls
Tier 1 to Tier 2 8 Souls
Tier 2 to Tier 3 16 Souls
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