Documente Academic
Documente Profesional
Documente Cultură
Version 1.2.1
by
Santuric
Leveling Cost
Quick Reference Actions
1
Setup
Each player chooses a starting class, with the
appropriate starting gear. Place the estus, coin, and
pendant tokens on the board face up, but not the ember
token. Place a white cube on the base level of each stat.
Find the class and transposed treasures of the chosen
classes.
Shuffle the treasure cards into two piles. The tier 1 pile
contains all items with a stat requirements of 24 and
below, three random legendary items, all basic class items
of the chosen classes, and half of all embers and titanite
shards rounded down.
The tier 2 pile contains all items with at least one stat
requirement of 25 and above, the remaining seven
legendary items, all transposed items of the chosen
classes, and the remaining embers and titanite shards.
Prepare to die.
2
Resting
The Bonfire 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.
When setting up the game, shuffle the
Players may choose to return to The Bonfire treasure cards into two piles. The tier 1 pile
at any time when not in combat, in order to contains all items with a stat requirements
rest, purchase items, and level up. of 24 and below, three random legendary
items, all basic class items of the chosen
Returning to The Bonfire resets the bonus classes, and half of all embers and titanite
soul streak. shards rounded down. May also contain the
special low tier armor sets.
Resting heals all stamina and health for all
players. Hollowed players remain hollowed The tier 2 pile contains all items with at
when resting. Resting also recharges the least one stat requirement of 25 and above,
estus, luck, and heroic action tokens. the remaining seven legendary items, all
transposed items of the chosen classes, and
the remaining embers and titanite shards.
The Firekeeper May also contain the special high tier armor
sets.
The Firekeeper is available when resting at The tier 1 items are always available, and
The Bonfire, and allows players to level up may be purchased for 1 soul.
their stats in exchange for souls.
The tier 2 items are available after beating
The cost of leveling up depends on the tier the first boss, and may be purchased for 2
in question. souls.
Base to Tier 1 costs: 2 souls
When purchasing items, pick up two cards
Tier 1 to 2 costs: 4 souls from the given deck. Select one item to add
Tier 2 to 3 costs: 6 souls to the inventory, and discard the other.
Once an attribute is at tier 3, it may be Andre can upgrade weapons for free, if you
leveled once more to tier 4. This costs 8 have the necessary materials and stats.
souls. Doing this sets the attribute to 40 However, weapon upgrades cannot be
points. Indicate tier 4 by replacing the white removed, only replaced. Discard any
cube with a red cube. replaced upgrades.
Concept art
3
Exploration
Vanquishing Encounter Rewards
After defeating an encounter, keep all When an encounter has been defeated,
terrain and trap tokens on the tile, and keep players receive souls according to the
the encounter card face up. Opened chests difficulty of the encounter. Souls are either
and broken barrels remain as such. If all individual or shared. Individual souls can
players die in an encounter, the latest room only be used by the respective player, but
to be defeated respawns. This room grants can be used for shared goals like buying
normal rewards, and terrain is reset. items. Shared souls can be used in
combination with individual souls by any
Otherwise, encounters remain cleared. player.
4
Hollowing
Death Embers
When a player dies, they lose their ember Embers can be found when buying items at
and begin to hollow. Hollowing decreases the shop. They can be consumed while
the maximum health of the player, which is resting, or while exploring and out of
indicated by placing black cubes on the combat. They can also be used in combat.
right side of the stamina bar. This lowers
max health, and cannot be removed by Becoming embered removes all stages of
normal means. hollowing, recharges the coin and pendant
tokens, and gives you the embered buff.
After the first death, place 2 black cubes on
the right side of the stamina bar. When taking 3 or more damage in a single
hit while embered, you may reduce that
After the second death, place 1 additional damage by 1.
black cube on the right side of the stamina
bar. To use an ember in combat, it must be
equipped as you would a weapon. It can be
If any player dies while on the second stage consumed during combat as a major action.
of hollowing, all players lose the game.
Consuming an ember in combat heals all
Hollowing can be reversed by becoming damage and stamina, in addition to the
embered. Players can become embered two regular benefits.
ways.
Dropped Souls
When a player dies, they drop their
individual souls. If all players die, the
shared souls are dropped too.
Concept art
5
Obstacles
Terrain Invaders
Some encounters contain terrain obstacles. Invaders are attracted to embers, and will
Terrain does not respawn after being try to take them from you by force.
broken or opened, even if the encounter Whenever any player is embered, place
repopulates. invader tokens on all undefeated
encounters.
Barrels are impassable to regular
movement, but can be broken by spending All but one token must be empty. The
one stamina while moving, or while dodge- remaining token is chosen at random, and
rolling. After ending the encounter, roll one indicates which phantom will invade.
black die for each barrel, and receive shared Before defeating the first boss, use standard
souls equal to the amount of symbols. invaders. Otherwise use advanced invaders.
Tombstones are impassable. They also Invaders spawn on the middle node of the
block line of sight for ranged attacks. When board, and fight you alongside normal
entering the boss room, reveal behavior enemies. They always activate after
cards equal to the amount of tombstones enemies.
found on that floor. These cards remain face
up, even after the deck is reset or shuffled. Defeating an invaders immediately rewards
you with their specific items, as well as
Chest are impassable. After ending the souls.
encounter, the party may open it and
receive one random boss treasure, amongst Standard 1 shared soul/player
the unused boss treasures of the same tier Advanced 2 shared souls/player
as the current boss. Beware of mimics.
If all players are defeated during an
Crystal Lizards are optional chances for invasion, the invader leaves. They do not
treasure. Players must defeat lizards before come back, even when re-entering that
ending the encounter to receive their items. encounter.
Lizards do not come back if the encounter
is reset, even if not killed. Errata
If the encounter is trapped, place trap The Titanite Demon Titanite Shard item is
tokens face down on all yellow nodes, now a Titanite Chunk, and grants +2
excluding edges with a connected doorway. damage.
Resolve traps when a player moves onto
that node. The Stray Demon Titanite Shard item is now
a Titanite Slab, and grants +3 damage.
Then, repeat from monster activation. The Prepare a reaction based on one of your
player to the left of the active player is next stats.
to activate.
Ember - Major action
When first entering an encounter, the first Consume an equipped ember to recover
player to activate is the one who holds the all damage and stamina, cure all
first activation token. No player holds the conditions, and gain the embered status.
aggro token before the first player activates. Cannot be used if already embered.
By OneSpeechless
7
Reactions Conditions
Reactions are effects which are triggered Certain attacks inflict conditions. These
outside of the activation of that player. conditions have a negative effect, which are
Reactions are based on your stats, and only slightly different depending on whether they
one type of reaction can be prepared at a afflict a player or a monster.
time, and each reaction has a specific
trigger. Each level in a stat raises its tier. Most conditions are removed at the end of
an activation. They may also be removed by
Reaction effects are based directly on the consuming an estus or an ember.
tier of the stat in question. Higher tiers
allow you to perform better effects. Weapons that naturally inflict conditions
can be infused with upgrades that add the
Activating a reaction effect costs stamina same condition. That weapon will inflict the
equal to the stat tier that is being activated. condition twice.
The stamina cost is paid as the reaction
triggers. A player can choose to not react, or Bleed stacks up to 2 times, and is not
to use a lower tier reaction if they so wish. removed at the end of activations. When a
model reaches 2 stacks of bleed, the stack
Preparing a reaction is a major action, and is consumed and it takes 3 damage
a stat must be chosen at that point. The unaffected by armor.
type of prepared reaction cannot be
changed. Poison can stack indefinitely. At the end
of a poisoned models activation, it
Strength consumes all poison tokens, and takes
damage equal to the amount, unaffected by
Allows you to absorb damage from an ally. armor.
Can trigger when an ally within 1 range
takes damage. Roll 1 black die for each stat Stagger does not stack, and is removed
tier. The amount rolled is the maximum at the end of an activation. A player with
amount of damage you may absorb. You stagger suffers -1 success on block, resist
may roll defense or resistance for the and dodge rolls. An enemy with stagger has
damage you absorb. damage values lowered by one.
All extensions have been designed with the In this mode, progressions and rewards
Hollowed Edition ruleset in mind, but work differently. There are no normal
should be applicable to other rulesets with encounters, only bosses. Bosses are fought
some tweaking. in random order within each tier of
difficulty.
Each extension is self-contained, but can in
certain cases be combined with others. Sparks and health values are set as normal.
Combine GM Mode with a Covenant? Or Each player receives 12 souls before the
Boss Rush mode with Endgame PvP? The first boss, to spend freely on levels and gear.
choice is yours. The high-tier treasure deck is only available
after defeating all mini bosses.
Endgame PvP Defeating a boss rewards 6 souls to each
This rule introduces an optional endgame player. Players may choose one of the
round of PvP after the last boss has been associated boss treasures, and also draw 1
defeated, to determine who becomes the treasure per player from either availabe
next Lord of Cinder. treasure deck.
Players should agree on this before starting, Players do not gain embered status or
as it may change decisions made during the receive sparks from defeating a boss, and
campaign. Do you gimp yourself to support do not recharge estus, luck, or heroic action
the party, or do you pursue selfish greed for tokens, but do have a chance to visit the
a chance at winning the duel. bonfire.
After defeating the last boss, all players are Players hollow as normal upon death. Dead
fully healed and embered. They have one players receive no souls if the boss is
last chance to adjust their equipment before defeated. If all players die at any point the
the fight begins. Any contested claims on run is over.
items are determined by coinflip.
»Seek those with names unutterable, beings
Place all characters in each corner of the endowed with immense souls.«
recently used boss tile. The player who
scored the killing blow on the boss goes
first.
9
Extensions
Covenants
Covenants are a way to alter the game Path of the Dragons
rules, for a second wave of campaigns.
Players can pledge allegiance to a covenant »You seek to ascend through the path of the
before starting a campaign, to make the Ancient Dragons.«
game either easier, harder, or stranger.
You assume a dragon form and can no
Blades of the Darkmoon longer wear armor. You dragon form has 2
ring slots, and can be improved through
»O Disciple of the Dark Sun, thou shalt meditation when resting at The Bonfire.
become a blade that hunts the foes of our
Lords.« Sacrifice 5 souls to upgrade either block,
resist or dodge one tier. There are four tiers
Every floor will have an invader, regardless per stat, including the base tier.
of whether anyone is embered. If an invader
defeats the players, a new invader is chosen Block - no dice|1 black|1 blue|1 orange
at random, and placed at random among Resist - no dice|1 black|1 blue|1 orange
the remaining undefeated encounters. Dodge - 1 die|2 dice|3 dice|4 dice
Warriors of Sunlight Dragon Remnants
»Our fates appear to be intertwined. Why not »The Ancient Dragons hold power untold, but
engage in jolly cooperation?« it comes at a cost.«
You may summon friendly phantoms You are permanently afflicted by calamity,
without gaining reduced soul rewards. but also deal +1 damage.
Phantoms may be summoned an unlimited
amount of times per floor. Rosaria’s Fingers
Covenant of Champions »Mother Rosaria grants rebirth to those who
are faithful.«
»Your ability to overcome the hardest of
challenges is legendary.« Once per game, you may refund all souls
spent on leveling, and reset all levels to base
Your health and stamina is now doubled, tier.
but so is the health of all enemies.
Mound Makers
Chaos Servants
»There’s a stash of treasure right down that
»The Chaos flickers this way and that. Will it hole. Do watch your step. Heh heh heh...«
help you, or consume you?«
After clearing an encounter, roll 1 dodge die
At the start of each encounter, roll a d12. and blue dice equal to the level of the
For the rest of that encounter you have one encounter. For bosses roll 1-3 orange dice
of the following effects, after which they are instead depending on it being a mini, main,
removed. Conditions gained this way or mega boss. If the dodge die rolls a
cannot be cleansed. symbol, gain extra souls equal to the
amount the blue or orange dice show.
1- 1 bleed when hit Otherwise, lose that amount of souls.
3- 1 poison 2- Gain 1 soul
5- Stagger 4- Recharge luck Pilgrims of Dark
7- Frostbite 6- Refill estus
9- -1 minor action 8- Condi immunity »If you seek true Dark, I will grant it to you.
11- -1 on all rolls 10- +1 major action As much as you desire.«
12- +1 on all rolls
Upon your first death, you gain all 3 points
of hollowing. Soul rewards are doubled.
10
Extensions
Roguesouls
This extension is a complete overhaul aimed at providing a long-form,
repeatable singleplayer mode. It is based on the roguelike formula, and
sees the player gain unlocks and strength as they progress through
various challenges.
This ruleset uses the entirety of the Hollowed Edition rules, with a few
changes to initial game setup.
The player may choose to use any character for each run. The treasure
decks must only contain class and transposed items from the selected
class. Legendary treasures are also not included in the decks, until they
have been unlocked. Once unlocked, they follow the same rules as the
normal game while being distributed at random between the item
decks.
When first beginning a Roguesouls campaign, the player has limited
resources. Initially, turn the spark dial to 2, and equip only an estus
token. Additional sparks, as well as equipping the coin and pendant
tokens from the start are unlocked through play. The coin and pendant
are still obtainable in-game as normal through purchase and embering.
The player does not start with free souls.
At first, bosses are selected at random. When setting up the game tiles,
shuffle all boss cards of a tier and pick one at random. Place encounter
cards as normal, as detailed by the boss in question. Runs end after the
main boss is defeated, until mega bosses are unlocked. Mini- to mega
bosses are considered a full run.
As detailed on the next page, this mode contains several challenges for
the player to complete. Each challenge unlocks a reward for use in
subsequent runs. These challenges are meant to be just that,
challenging, and to be completed over several runs. Players are
encouraged to print out this page, and keep track of their progress as
they complete runs.
Some challenges require donations, which can be done at any time
while out of combat. Some of these unlock starting equipment, which
can be selected from amongst the class and transposed items of the
active character while setting up the game. One challenge provides free
levelups, which are distributed at the start of the game while setting up
the game.
The ultimate goal of Roguesouls is to complete the five challenges listed
at the bottom of the page. These are meant to be difficult to complete,
but progressing your character helps towards this end.
»We are amidst strange beings, in a strange land. The flow of time itself
is convoluted, with heroes centuries old phasing in and out. The very
fabric wavers, and relations shift and obscure.«
11
Dungeon Unlocks Character Unlocks Legendary Unlocks
Mega Boss Access Pendant At Start Avelyn
Defeat any main boss 3 times. Use a heroic ability 5 times. Land 3 killing blows in a single
encounter using a bow, 10 times.
Boss Select Coin At Start
Complete a full run. Reroll a die 5 times.
Dark Sword
Land 10 killing blows using parries.
+1 Starting Spark
Defeat all mini bosses.
Embered Status At Start
Donate 20 embers.
Gargoyle
Titanite Demon Dragon Tooth
Winged Knight Block or resist 10 points of damage
Outrider Knight in a single encounter.
Asylum Demon
Class Item At Start Drake Sword
Complete 5 full runs total.
+1 Starting Spark Can be exchanged for 3 souls.
Defeat all dragons.
Defeat all main bosses.
Black Dragon Kalameet
Gaping Dragon
Ornstein Guardian Dragon
Smough
Dancer Transposed Item At Start
Sif Complete 15 full runs total. Fume Ultra Greatsword
Artorias Can be exhanged for 6 souls. Overkill 10 enemies with
5+ damage from a single blow.
+1 Starting Spark
Defeat all mega bosses.
Stray Demon
Gaping Dragon Levelups At Start Gotthard Twinswords
Soul donation total ___ / 200 Land 11 killing blows while
Black Dragon Kalameet dual-wielding two swords.
Guardian Dragon
Old Iron King Donate 20 souls total
Donate 50 souls total
The Four Kings
Donate 90 souls total
Donate 140 souls total
Donate 200 souls total Moonlight Greatsword
Land 10 killing blows using
melee weapons with magic damage.
Completion Goals
Complete A Full Run Using All Classes
Knight Pyromancer Sorcerer Santier’s Spear
Land killing blows with all
Warrior Mercenary Deprived non-legendary spears.
Assassin Thief
Herald Cleric Spear
Winged spear
Defeat One Boss From Each Tier Without Taking Damage Four-Pronged Plow
Rotten Ghru Spear
Partizan
Mini Boss Main Boss Mega Boss Saint Bident