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Dark Souls The Board Game: How to House Rules 

FailroadExpress
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4 House rules to make your Dark Souls Board Game experience even better! Help stop the grind and fix your game with these rules that make the board game feel more like the video game!
Find our House rules on BGG:
boardgamegeek.com/article/291...
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15 авг 2017

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Комментарии : 130   
@FailroadExpress
@FailroadExpress 6 лет назад
Per your requests we've added a list of our rules to BGG. You can find the link in the video description! Hope you enjoy!
@Lars0n
@Lars0n 3 года назад
To those claiming that the game's rules do not need changing: haven't you noticed how freaking long it takes to complete a single game (unless you're not stopping to discuss tactics at all)? My AVERAGE playtime with 2 players must be 7 or 8 hours. Sure, the houserules these guys are presenting aren't perfect but I appreciate anyone putting a bit of effort into trying to make the game last a humane amount of time. If I'm honest with you, I love houseruling this game to the point where I might as well write up my own damn rulebook 😂
@FailroadExpress
@FailroadExpress 3 года назад
Haha! Thanks for the support. Yes, these rules aren't perfect but if you write a new rule book containing the perfect rules, please let us know.
@darkstranger777
@darkstranger777 Год назад
😆 I already wrote up my own rule book
@realgoil
@realgoil 7 месяцев назад
@@darkstranger777 could you share it, if you want to?
@truthbetold9505
@truthbetold9505 5 лет назад
Ok here are the tweaks I made to the game. 1st - I took 12 cards out of the treasure stach, that nobody ever uses, even if we are desperate. Lowering the chance to draw crap items. 2nd - I removed the ember and titanite shards cards too, leaving the deck with 40 cards, much more chance to gather useful items. The Ember is sold by the Firekeeper (2 souls) only one per player per playthrough and the 4 titanite shards sold by Andre for 2 souls each. 3rd - After completing an encounter we get one treasure card but only the first time it is completed. 4th - We can sell 3 treasures for 1 soul items sold go to the discard pile and can never be bought back. To me this makes the game feel more like Dark Souls, Andre sells the regular titanites while you find the better ones, Embers sold by the Maiden, run through an area and collect items and sell them for not a really good price.
@FailroadExpress
@FailroadExpress 5 лет назад
Awesome ideas. Thanks for sharing, Truth be told.
@Alex-hc1ls
@Alex-hc1ls 6 лет назад
The soul count isnt the problem with DS, but the item deck should have been divided by tier.
@antbuoy
@antbuoy 6 лет назад
Thanks for the house rules. Tried them out last night and it made the game flow a lot better. Much less grinding and getting items at a much better pace. Never felt OP, just a lot more fun. Took out Ornstein and Smough.
@FailroadExpress
@FailroadExpress 6 лет назад
Nice! glad the rules worked for you.
@TheDungeonDive
@TheDungeonDive 4 года назад
One house rule I use - split all items into individual decks including melee weapons, ranged weapons, shields, armor, spells/miracles, rings, other. When you spend souls to reveal items, you reveal one of each type.
@FailroadExpress
@FailroadExpress 4 года назад
Thanks for sharing your house rule. We haven't heard that one yet. Are the decks pretty even or is one deck way larger than the others?
@Magicman1625
@Magicman1625 4 года назад
I'm not normally a fan of house rules however this game needs it to be fun. It's way to grindy and takes way to long to not make at least some house rules.
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
"It's way to grindy" types the person who clearly has never played a Dark Souls game before. "takes way to long" I do agree with this, however, since the game is far too long; " to not make at least some house rules." and ruin the game in general (or in your case, even further)? Would this also be to do with "lowering the difficulty of the game", which would also negate the point of Dark Souls? ). Pathetic.
@Magicman1625
@Magicman1625 3 года назад
@@gfdgfdgfdgfdgfdg390 You seem to be looking for something to complain about. I have played and finished all three Dark Souls. I have even beat Demon Souls. I love the games but the board game needs some tweaking for sure. It doesn't feel like the games as much as it could with some House rule adjustments. I didnt leave this comment to argue with someone so I hope you have a good day!👍
@ThatM14Guy
@ThatM14Guy 3 года назад
The only house rule I implemented was for level 1 encounters is 2 souls per player. Level 2 encounters are 3 souls per player, and level 3 are 4 souls per player. We always play with 4 players so it leaves enough challenge, but a less repetitive grind. The problem is they never played the real game so they don't quite enjoy the punishment the game is known for, so I'm trying to make it more enjoyable for them, but not make it a complete cake walk. I was thinking of making loot 3 souls for 1 card, and sell the junk no one wants for 1 soul.
@FailroadExpress
@FailroadExpress 3 года назад
Good Ideas. Although for 3 souls I would definitely split the deck or create a market so they can see what they are purchasing first. Never the less, the only way to see if you're house rule will work for your group is to try it. I hope it works out well for you. In order to reduce the grind you can also emplement the cleared room rule. If you're able to beat a room without using special abilities then on subsequent play throughs, you just skip the battle in that room and gain the souls. It's a thought. You can read more on it in a link in our video description.
@ThatM14Guy
@ThatM14Guy 3 года назад
@@FailroadExpress We'll try the T2 and T3 stat cards in a separate chest next play through. For now, it's okay. Sucks to get junk - makes it feel like a gacha game, but playing more defensive and safe as you can, until you get better gear is how we adapt until we get something better. It's a bit of a slog for those who want to be active, and not just want to sit around. It's all new methods. And yes, we follow the rule where if we can clear it no problem, we'll skip it. Since we're doing campaign, it'll get progressively more difficult, but having some of the new boss loot, and the newly added chest cards. It'll be decent. Thank you for your inputs. Much appreciated and considered.
@FailroadExpress
@FailroadExpress 3 года назад
@@ThatM14Guy Awesome! Yes, regardless of the slog I do enjoy that game for how brutal it can be. Enjoy testing out the new rules.
@cashbanucita0025
@cashbanucita0025 3 года назад
Only adjustment I've made is you divide estus by number of players for example 2 players get 2 each 1 player gets 4
@FailroadExpress
@FailroadExpress 3 года назад
That's a pretty good idea. Thanks for sharing.
@Cheapstall
@Cheapstall 2 года назад
The house rules I have: 1. You don’t regain health after encounters 2. After clearing a room you gain souls=1+the level of the encounter Mini bosses are 4 souls Major bosses are 6 souls 3. You may sell 2 cards for 1 soul 4. Use the campaign rules for buying lives, skipping tiles, and maxing out stats to 40 5. Any party size may buy up to 5 lives
@FailroadExpress
@FailroadExpress 2 года назад
I like your rules. Have you found that it re-balances the game to be more like the video game?
@Cheapstall
@Cheapstall 2 года назад
@@FailroadExpress it does and I honestly don’t think it’s that much harder with not regaining health after encounters. I really like y’all’s soul system btw. It’s especially good for solo play. Plus the loot being split into tiers is a great idea and I can’t imagine why they didn’t have tiers in the first place. When you mix everything together you end up with a really skewed party. In our campaign my character is blocking with an orange and 2 black dice while my warrior ally only has 1 blue for defense and no dodge. I’ve got a claymore and he’s got a mace. It would just be so much more balanced and well paced if the loot was in tiers.
@FailroadExpress
@FailroadExpress 2 года назад
@@Cheapstall Totally agree. The cards can really affect the pace of the game. I would never have Thought to play with no healing between rooms. Seems like it would be really dificult. We will have to give it a try some time.
@Cheapstall
@Cheapstall 2 года назад
@@FailroadExpress you still refresh your stamina but keep your red cubes unless you use a heal during combat, use your flask, beat a boss, or rest at the bonfire. Also you need to be able to buy sparks or it will be too hard.
@FailroadExpress
@FailroadExpress 2 года назад
@@Cheapstall Ah, I see. Sounds good though. And more like the game, too.
@xephonics
@xephonics 4 года назад
Honestly i clicked on this vid to see on ideas for streamlining the game for play with people that aren't familiar with the nature of DS. In the comments I see so much gatekeeping though, you know even in the official SFG vids they say that you can make your own rules. The Devs even describe it like a kit for you to use how you like. So yeah Ds boardgame boss rush anyone?
@FailroadExpress
@FailroadExpress 4 года назад
Haha. Nice. Let us know how you do with the Boss Rush!
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
xephonics, er, which video was this? Because I have seen most/all of the gameplay videos by them and don't recall ever hearing that. As far as I am aware of, you are typing nonsense.
@anthonyartoonian.5989
@anthonyartoonian.5989 5 лет назад
best thing to do is getting 1 soul per mob , or more generous 2 per level 2 mob, but man come on! getting 16 soul from one encounter will be child play
@FailroadExpress
@FailroadExpress 5 лет назад
Thanks for the input. Like your ideas about getting souls per mob.
@Botanica_Gaming
@Botanica_Gaming 2 года назад
I feel better knowing that I spent $70 and let the community and company spend years finishing their game!
@FailroadExpress
@FailroadExpress 2 года назад
Hahaha. Right?
@ronaldg7522
@ronaldg7522 3 года назад
House rules are cool. Thank you.
@FailroadExpress
@FailroadExpress 3 года назад
Glad you like them!
@saltlakeatrocity9771
@saltlakeatrocity9771 5 лет назад
Your soul calculation method punishes large groups: which have the largest need for souls due to having the most number of players to gear up (hence why the original rules gave more souls for larger groups). me and my wife play the game with the difficulty of the encounter increasing the # of souls. level one encounters yield 2 souls per player, level two encounters yield 3 souls per player, level three encounters yield 4 souls per player.
@FailroadExpress
@FailroadExpress 5 лет назад
Hey, that's a good idea. We'd considered doing something similar but felt that our method gave way more soles than the normal rules allowed for and didn't add it to the game. But if you use your rule without using ours than that works too.
@ThornSNT
@ThornSNT 6 лет назад
The Threat value is not relative to "challenge rating" - it only refers to initiative. You should simply assign souls value to enemies (say 1 per small hollow, 2 per Silverknight, 3 for Large Hollow, 4 for Sentinel, 6 for invader or mimic, 8 for miniboss, 12 for main boss)
@FailroadExpress
@FailroadExpress 6 лет назад
The threat value seems to be a pretty accurate representation of their difficulty but your points system looks like a good idea too. Have you tried it out yet?
@ThornSNT
@ThornSNT 6 лет назад
Well its not, threat is merely initiative, ensuring that melee characters act before ranged ones. In addition the souls reward should be the same for all players, since adding players above 2 actually makes the game harder. we tried a variant with 5 players (a 2. knight) and we got killed repatedly, since you have to endure so many attacks before your turn comes up. We use your 2 tiers for treasure [Any card with 25+ req is tier 2], but allow 4 treasure cards to be flipped face up [creating Andres shop], and you can only purchase these (no unlimited flips) - this makes players choose carefully and work towards equipping what is in the shop. After each encounter (regardless of its outcome) you flip 1 new card, but must discard a card from the 4 shop cards, if the shop contains 4 cards already.
@FailroadExpress
@FailroadExpress 6 лет назад
I like the idea of Andre's shop. The 25+ req is great too. I'll tell that to the guys next time we play! I can kinda see what your saying about the threat value. We'll probably still use it that number to calculate our souls though. It makes it easy in that the number you use is already supplied by the cards. Thanks for telling us your ideas.
@Daroxtor
@Daroxtor 6 лет назад
I like the idea of Andre's Shop to. in combination with the treasuretiers I assume till the Miniboss the Shop contains only Items from the tier 1 deck and after the Miniboss you switch to the tier 2 deck? How will you handle de legendary items, will they be still seperated or do you mix them into the tier 2 deck?
@FailroadExpress
@FailroadExpress 6 лет назад
In our version both decks are available from the beginning but the tier 2 deck items are far too powerful for un-leveled characters. If you include Andre's shop then I might make a separate, smaller, shop for the tier 2 deck. But I'm not sure what ThornSNT does.
@pasdenicksti
@pasdenicksti 5 лет назад
What i do when we broke a barrel at the end of the fight, we roll a 6 face die and 1-2-3 is 2 souls 4-5 is 5 souls and 6 is an tier 1 items :) feels more like the game
@FailroadExpress
@FailroadExpress 5 лет назад
Great idea. Thanks for sharing.
@chrischolik
@chrischolik 6 лет назад
Hi. I have played solo with some house rules and it's seems then not so difficult. I had really luck with the cards and the dices but anyway it was fun. Next for comparaison I will play the real rules. Thx guys
@FailroadExpress
@FailroadExpress 6 лет назад
Awesome! Thanks for sharing your experience. Let us know which you like better after you play by the normal rules.
@Marshmallox43
@Marshmallox43 6 лет назад
havent played the game myself yet. but i saw some playthroughs and i gotta say your house rules make so much more sense. not blaming the developers for poor gaming concepts. i myself been trying a lot to come up with boardgames. i know how hard it is to invent game mechanics and do logical adaptations. still if you play through the game you realize that something is off. i think your rules are key to a better experience!
@FailroadExpress
@FailroadExpress 6 лет назад
Thanks! Yeah, developing a balanced board game is definitely not easy. Our goal for these rules was to reduce the amount of grinding needed to play the game and hopefully reduce the long play time. If you play the game we hope the rules work for you.
@Kojimalosophy
@Kojimalosophy 3 года назад
I've always wanted to be called a chu chu! it finally happened , thank you ! =')
@FailroadExpress
@FailroadExpress 3 года назад
We make dreams come true on the Failroad Express. As long as those dreams are game related... or chu chu related.
@bazookapotamus4151
@bazookapotamus4151 3 года назад
I'll need to try these out. I love the game. But 4 hours just to get anything to deal with the first boss is a little much.
@FailroadExpress
@FailroadExpress 3 года назад
Feel free to mix and match any of these rules. We also have a list with even more rules on BGG. Link is in the video description.
@asnpogi
@asnpogi 6 лет назад
So what ive ive thought is that you get three souls each when you finish an encounter (instead of the original 2 souls each) When you die, that player goes back to camp and stays there until the enouncter is finished. The number of spawn doesnt decrease unless the whole team or 2player dies. (unlike the original when you you die, the whole goes back to the campfire and the number of spawns goes down by one) In relation to the second rule when a player dies, the souls that are in the soul cache gets placed in the node where they died and it gets collected when another player goes on to that node. Or we could make it 0 soul reward for those that dies What do you guys think?
@FailroadExpress
@FailroadExpress 6 лет назад
Lance, awesome ideas. Also if the people playing decide to stick with the original rules(one person dies, the whole party goes back to campfire) they could then have to retrieve the souls. Not saying that would make the game easier but most people I've played with will go through the rooms again anyway to rack up more souls. I would be interested to see how that changes the game. Thanks for the ideas.
@asnpogi
@asnpogi 6 лет назад
FailroadExpress Yeah thats true! Thanks too for reviewing :D
@derkotslayer1770
@derkotslayer1770 6 лет назад
Greetings from Germany! d_^v^_b Thank you, guys! Your house rules are very interesting and I'm going to use them in my next playthrough. I've played the board game only three times, but every playthrough felt very different to the next one: the first was one-player, just to learn the rules. I was lucky because my loot from the deck needed just a few upgrades to equip it to my knight. In addition to that I started with 16 souls as it says in the manual. So the start was a little bit easier than the next ones. I won this first game. xD My second playthrough was four-players. My buddies were so excited because we like Dark Souls and board games. But the gaming event in my living room last weekend was extremely horrible and disappointing. No weapon or armor was equipable. All of our souls got lost by buying stuff from the treasure deck. My best friend got so grumpy... omg... So I want to modify the game to a more playable and less depressive game. Obviously... we lost. My actually last and third playthrough was also four-players, but I played the four characters. I changed only one rule: the battle order. Normally: all enemies --> one hero --> all enemies --> the next hero and so on. Changed: all enemies --> all heroes --> all enemies --> all heroes, but in a different sequence --> all enemies --> ... I imitated the sequence of poker texas hold 'em: the aggro marker was like the dealer button and is passed on at the start of every hero turn. Within the hero turn the player left of the "dealer" started, then clockwise again to the "dealer". So the "dealer" is the last one of every turn. My experience is: the fights get more easy (of course) and feels more realistic. It feels not like the heroes are glued to the ground because it's not their turn or something like that. ^^ This time I played only to the mini boss and in the third attempt I could kill him (my assassin had no luck with dodging... two times! Altair wouldn't be proud of him...) And yes, I know! Dark souls must be difficult and frustrating! I think so too! I want it that way! But the loot mechanic with the character parameters is still annoying. The manual's rules are... poor. (I prefer to be careful with my words because my English is not as good as it could be. Sorry for that and thanks to the google translator! Thumbs up!) Like I wrote above I will give your house rules a shot. I'll give you my feed back later. Maybe I'll try the other ideas of the community too. They sounds great! I wish you and everyone else a good evening, a nice sunny March, GG and HF!
@FailroadExpress
@FailroadExpress 6 лет назад
Awesome! We look forward to seeing how your next game goes. If you find that they make the game too easy feel free to mix and match the rules to your liking. There's also some good ideas in the comments below about Andre's Shop rules. Thanks for sharing your experiences with the game so far.
@Slick_Tails
@Slick_Tails 6 лет назад
I absolutely never use house rules. Honestly, I think the game works fine, and in all the times my buddy and I have played (probably around 10 or so) we've never lost a single game. Even recently we did the Titanite Demon - Ornstein and Smough route, without a doubt the most difficult route in the base game, and still managed to win, despite some really unlucky rolls in certain rooms. I've only ever played with 2 people and it works great IMO. I'd say the best tactic is to get a few items, and then concentrate on levelling up for them right from the get go even if they're not what you're hoping for. Just do whatever it takes to get that little bit stronger. Also, never get attached to builds and be ready to swap them out. In the game I played recently, I ended up as a full-on spellcaster (despite being a Knight) before the miniboss, switched to effigy shield (can be used with two handed weapons) + claymore with fireball as backup, then swapped out for black tower shield and upgraded thrall axe to fight the main boss. None of these builds were optimal, and I missed a chance to upgrade my strength to wield the warpick, but it still worked out in the end. My buddy ended up with a three shield build (yes, really) with the silver Knight shield and pierce shield (both capable of actual attacks) with a more defensive shield in backup to swap in for tanking. My only real issues with the game are its awfully written rulebook (played a few games with the incorrect rules thanks to this thing...) and the fact dodge builds are considerably more risky than armour builds unless you have the absolute best gear. Personally, I'm really excited for all the expansions and I'm so happy I backed on Kickstarter. No regrets here whatsoever! :)
@FailroadExpress
@FailroadExpress 6 лет назад
Nice tactics. Glad you enjoy the game! We're definitely looking forward to the expansions too! Must have more playable characters and more scenarios! Thanks for sharing.
@Tobizocktwieder
@Tobizocktwieder 6 лет назад
Hello, great Video. You should write the rules down and post them on Boardgamegeek.
@FailroadExpress
@FailroadExpress 6 лет назад
Good idea. We'll definitely get on that. Been meaning to right the rules in the video description but BGG is a better place for them.
@FailroadExpress
@FailroadExpress 6 лет назад
It has been done. We just added the link to our list on BGG to the video description.
@FaytTheXpert
@FaytTheXpert 6 лет назад
i have a question for boss fights. when you fail the boss fight. did you take out the head up card? reshuffle the deck and add another one or do you leave it the same.
@FailroadExpress
@FailroadExpress 6 лет назад
Good question. I don't have the game with me at this time and I don't remember what a "head up" card is so I hope this answers your question. Anything regarding boss battles is unchanged except our last rule involving acquiring souls from the boss. If this involves the treasure decks, you will add the card to the second treasure deck. If this card has a blue or orange dot on it's treasure symbol this item will be added to the 3rd special deck that's worth 4 souls. Hope that helps.
@FaytTheXpert
@FaytTheXpert 6 лет назад
That was a normalrule question we had problem with and no idear where to find it. But the answer is yes ! if you fail a boss battle. you take the boss card deck take the head up card out shuffle both piles again and draw another head up card if you need one for your next try.
@FailroadExpress
@FailroadExpress 6 лет назад
Got it! I think last time we played we may have forgotten this rule as well. Thanks for the clarification.
@the_verTigO
@the_verTigO 3 года назад
@@FaytTheXpert You mean heat up cards. Yes, you take them out and restart the fight as if you hadn't fought it before.
@FailroadExpress
@FailroadExpress 7 лет назад
We received a question that seems to not appear in the comment section (no idea why). "Do you still divide by 2 in higher player count games?" The simple answer is "Yes." However, in a 4 player game this might be less lucrative than getting 8 souls per room. We dabbled with the idea of gaining one soul per player per room on top of our "divide by 2" rule. The only reason we didn't add this to the video is because we felt it might make the game too easy. Feel free to try this rule in addition to the others in a 4 player game. In a 3 player game we still found that the "divide by 2" rule was better than gaining 6 souls per room.
@FailroadExpress
@FailroadExpress 6 лет назад
We had another comment that didn't post for some reason! The question was "do you divide by 3 or 4?" I believe it's referring to a 4 player game. The answer, No! You either divide by 2 or you don't divide at all. Hope that clears things up, @StevenR
@glen3898
@glen3898 6 лет назад
Is this game worth buying?... I seem to hear a bit of regrets from people that have bought it... maybe they were the backers that had long delays before the game arrived tho. Would you recommend this for 2 players..me and the wife.. we both love the PC/Ps4 games :D
@FailroadExpress
@FailroadExpress 6 лет назад
It really is up to you and your tastes. If you love Dark Souls and board games you'll probably enjoy this game. It is definitely a grind which is what our house rules attempt to minimize. Expect to spend more than 4 hours playing this game if you get it. I can say that I've enjoyed playing the board game the few times that I've played it but the other guys (Christopher and Adam) are the ones who own it. So their opinions might be a little different. The Minis are fantastic, though.
@gosucab944
@gosucab944 6 лет назад
I bought this to play with my friends and we liked playing it even though we really aren't the type for classic board games. Keep in mind that 1 session can take forever. We've played through it 2 times so far (1 win, 1 loss) and with the original rules we played for an average of about 7 hours. Thouhg you tend to be able to play faster after you played it at least once since rules are now clear. I would also recommend having some speakers nearby for some ambient music as it really helps with the feeling. (We always listened to Firelink Ost during the normal play and when we reached a boss fight we changed to teh appropiate track)
@missyjames8887
@missyjames8887 6 лет назад
No just nope. I'm going to keep playing how it was made thanks.
@FailroadExpress
@FailroadExpress 6 лет назад
Haha! At least you're honest. Glad someone likes the rules as they are.
@danielhutz
@danielhutz 5 лет назад
Malyssa C at least variing it for the amount of player sometimes makes sense. even for newer player. i supossed to play kingdom death so i am fine with the rules also. but last i sometimes houserule the souls amount since u would just grind out the optimum instead of actually playing with newer people
@Bumbum_Inspector
@Bumbum_Inspector 5 лет назад
Malyssa C Meh, the rules as written is pretty crappy and too random and Dark Souls has never been about randomness.
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
​ @FailroadExpress, are you illiterate? Malyssa C DID NOT agree with your rules whatsoever.
@bachirmessaouri4772
@bachirmessaouri4772 3 года назад
@@gfdgfdgfdgfdgfdg390 You are for real? You claim with arrogance that they didn't understand here but actually, you didn't understand their answer.
@julienandrus4169
@julienandrus4169 Год назад
I just make it so big enemies give an additional 1 soul each
@FailroadExpress
@FailroadExpress Год назад
What enemies do you count as big?
@julienandrus4169
@julienandrus4169 Год назад
@@FailroadExpress more than 1 HP, not sure about expansions, but in base set, thats giant sentries, and large hollows
@FailroadExpress
@FailroadExpress Год назад
@@julienandrus4169 Awesome. Thank you for sharing. I figured that's what you meant but wanted to be sure.
@IvanoScoppetta
@IvanoScoppetta 5 лет назад
When I played the game - and decided that it was crap - the main reason which brought the whole table to that conclusion was, when we had to face the same supereasy room for the third time and we already knew we would make it without any consequences, so we decided to just bank the souls without even actually going through the fight, because it would have been super boring. So, this is a BIG issue for me, in ANY boardgame: when you decide to skip huge chunks of its gameplay because you already know the outcome and you already know it will bore you to death. This is unexcusable. Grinding works for videogames, not boardgames. In boardgame adaptations you should pick more from the abstract side of a videogame's concept (i.e. Bloodborne Card Game), not translating videogame's underlying logic into boardgame rules, that just doesn't work. No one would play a Super Mario boardgame in which you have mechanics for running straight and jumping on enemies' heads (maybe by rolling dice). As far as I can understand, by watching this video, you did not really solve the boring grinding, you just made it less necessary by giving more souls upfront. Am I right? EDIT: I forgot to mention that I really appreciate those house rules and the effort you put into creating them and sharing them with us.
@FailroadExpress
@FailroadExpress 5 лет назад
Yes. We felt that by giving souls based on the number and difficulty of enemies instead of players, that would speed up the process. There is a suggested house rule that states "if you can beat an encounter without the use of healing or special abilities then you just skip that room from then on and give yourself the souls for that room when you would pass through it." Seems very close to what you guys are doing. At the time we made the video we hadden't heard of that rule. Thanks for watching the video and leaving your comments!
@IvanoScoppetta
@IvanoScoppetta 4 года назад
@dfggfd gfdgfd There goes the butthurt fanboy ranting on the internet. I was wondering how my comment made it to a whole year without their stupid answers. Where were you? I was getting worried. Now, to your stupid observations 1. Why should I go through both halves of the game without using a spark? Is that what I should do according to the game's design? Where did you read that? No, because I have the slight feeling that if I try and do that, the game would result to be very punishing, wouldn't it? So you are against house rules but you are willing to go against a game's intended design in order to make it more interesting? What's the difference? 2. Game design is game design, why can't I do comparisons between board and card games? So what's gloomhaven to you, for that matter? (btw, a dungeon crawler that uses cards and hand building for core mechanics and still lets you navigate a 3d dungeon on the table...there you go, have my argument and use it wisely. Oh! And while I am at it: Gloomhaven also takes a stupid amount of time but it's fun to play so I care less!!!) 3. Since when is using house rules "spitting in the developer's face"? The game is clearly not working for a lot of people the way it is now (6.6 on BGG, come on!) and game designers usually are very welcoming with house rules, as long as they float your boat! 4. If you don't think I know what I was on about during my comment, let me break it down for you 4 year old brain: the game is BORING because its core design EXPECTS you to repeat stuff you already did and you already know you'll overcome!!! How is that difficult or even insulting for you to barge in and rant on me? Now, before you answer again: either you'll do it politely, or you can avoid doing it at all, cause I won't grace you with another answer.
@IvanoScoppetta
@IvanoScoppetta 4 года назад
@dfggfd gfdgfd As I said: not gracing you with another answer (not to mention we might live in two different time zones). Besides, since the moment you barged in on a one year old comment, you never built on any of my criticism, just insulted it, so no conversation there. My conclusion is that you work fo SFG or are in some way affiliated (since your main point is clearly to defend the developer), so there is no point in expecting you to be reasonable and not biased. One last thing: by not seeing any overlap between card games and board games you are coming through as very ignorant about games in general, especially considering that Dark Souls is a videogame which has been (badly) translated into a boardgame (because they just couldn't let go of main mechanics that work in a videogame but less in a boardgame. Such syncretisms exist: Gloomhaven, Mage Knight, Tainted Grail...there are tons of boardgames out there whose core mechanics are basically playing cards. Bloodborne itself isn't really a card game (you could use tokens instead of cards and it would work the very same), so please, stop throwing such a weak argument expecting it to make my whole comment irrelevant when truly it's the other way around.
@IvanoScoppetta
@IvanoScoppetta 4 года назад
I mentioned Bloodborne the card game as an example of a game design that didn't mind going out of the original videogames way to create something that is more suitable for the new media it was translated to while still mantaining good part of the videogame's original spirit. I don't care if it's a card game, a boardgame, a sports game or whatever, I was highlighting the principle, not the media.
@Akherousia502
@Akherousia502 5 лет назад
Something just felt really childish and silly about this whole thing. The whole idea of exponentially increasing the soul reward per room comes off as pretty excessive, and as many have mentioned, doing so based off of threat level just isn't particularly accurate. Personally, I plan on incorporating a 'trade-in' system where two or three items can be discarded to earn a single soul. To be honest, though, the regular rules don't seem to be as big of a deal as people make them out to be.
@FailroadExpress
@FailroadExpress 5 лет назад
Fair enough. A lot of people do like to play by the regular rules and you don't have to use every rule that we came up with. You should check out our link to BGG in the video description because it talks about a couple other house rules that aren't in the video that you might find useful. One has to do with how the shop works. Sounds similar to what you're planning.
@Akherousia502
@Akherousia502 5 лет назад
@@FailroadExpress Well, for what it's worth, I like the idea of increasing the soul reward based on enemies. I just don't know if there's a proper, reliable, and consistent way to do so. I would imagine just scaling it up according to the encounter difficulty, but even that seems a bit unreliable. I think you're onto something with that idea, just that the rewards are too extreme. Not sure how I would propose expanding on that, though. I also really like the shop layout and approach you guys have, and might give it a shot. I just feel like it makes the loot a little too reliable. We definitely need a way to ensure you're not totally at the mercy of random draws, and have a chance to try and recover from bad draws, but being able to decide the quality of your loot (even if for a fair price) is probably a bit much. Still, I don't know, I think if you balanced the soul rewards a bit more, it would actually feel pretty fair, but if you're netting as many souls as you're getting per room with this approach, the shop format seems a tad bit too easy to exploit. Great ideas, and of course it's up to you guys how to play it, but I do think they disrupt the balance a little more than they should.
@FailroadExpress
@FailroadExpress 5 лет назад
@@Akherousia502 Much appreciated. You could be right. I don't have the game in front of me but I'm sure there's another logical way to add up souls per room. Maybe based on the enemies HP, or their Armor value and attack value. Their threat value was just the easiest thing to go off of. If you do find a balance that you like be sure and let us know and thanks for replying to us!
@the_verTigO
@the_verTigO 3 года назад
@@Akherousia502 I'd suggest just assigning a fixed number of souls to each type of enemy. Like for example the hollow soldiers and hollow crossbowmen givr 1 soul each, every silver knight as well as the large hollow soldiers give 2 souls each and the sentinels give 3 souls each. These amounts could then be adjusted to toggle the difficulty of the game, too.
@michaelcoover6373
@michaelcoover6373 5 лет назад
Sorry but this rule is bad. Threat level is no indication of the difficulty of an enemy... Doesn't make sense to create a formula of souls gained by determining threat value. It could be a good concept if applied correctly.
@SamuelRohr
@SamuelRohr 6 лет назад
Do you scale souls if you have more players in?
@FailroadExpress
@FailroadExpress 6 лет назад
No. We had thought about giving 1 soul per player for each room that was cleared but since you already get more souls in most situations we felt that there wasn't a need to.
@SamuelRohr
@SamuelRohr 6 лет назад
FailroadExpress Nice. Will give it a try. I don't know about the treasure deck yet. I was thinking to apply the camping rules (2s to buy, and it's possible to sell for 1s). Have you tried this?
@FailroadExpress
@FailroadExpress 6 лет назад
We've heard of that rule but haven't used it yet. It is much simpler than what we do.
@kero242HU
@kero242HU 6 лет назад
some pdf would be nice to read your modifications.
@FailroadExpress
@FailroadExpress 6 лет назад
Thomas, good idea. It might take us a while but I'll see what we can do.
@kevinwinter4730
@kevinwinter4730 5 лет назад
I was hoping to find an improvement to the campaign that made it feel more like dungeons and dragons or even warhammer quest. I was hoping darksouls would be a bit more roleplay oriented a bit like mansions of madness especially since the narrative and lore is so damn strong.
@FailroadExpress
@FailroadExpress 5 лет назад
Yeah, Dark Souls is not very story driven. If you want something more like a campaign, you can't go wrong with Gloomhaven. Even though the lore is strong, the actual story telling in the video games are not that strong too. The board game emulates that.
@TheDungeonDive
@TheDungeonDive 4 года назад
Yeah. They completely ignored all the best things about the Souls games, namely the mystery, interesting NPCs, discovery and exploration. Instead, the focused solely on the combat.
@Hyrgola
@Hyrgola 5 лет назад
I think you two think dark souls: the board game must behave like a family board game, this board game is the analog version of a tough video game, then it must be tough, you must die many times until you learn minions' and bosses' patrons and don't make mistakes, like the video game, a grinding video game.
@FailroadExpress
@FailroadExpress 5 лет назад
Agreed it should still be tough. Just not grindy. That doesn't always translate into a good board game.
@Hyrgola
@Hyrgola 5 лет назад
I think that a good or bad game, board or video, it depends of how much fun you get, every video gamer that plays DS:BG appraise how good the feel of the video game was brought to the board game, but these house rules activate a easy mode that the video game doesn't have, the threat level isn't a difficult indicator, if the objective is make it "fair" use the encounter level, something like "after add the official earned souls to the pool (ending an encounter p. 19) in a level 2 encounter add a half soul per character round up, in a level 3 encounter add one soul per character, in a level 4 encounter add one and half souls per character round up and so", I had tested this and it's more like the video game, again I don't want a family board game, I want an analog dark souls game.
@hotomatoe664
@hotomatoe664 4 года назад
You dont have to grind mobs to "git good" in the digital version though, as is evident by no armour - no hit - no death runs people are doing.
@mysticmouse7983
@mysticmouse7983 4 года назад
Threat is initiative not a challenge rating. Bad idea to base souls on this stat.
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
That is because this fool is raping the game. He clearly does not understand anything.
@alexanderwalewski5166
@alexanderwalewski5166 11 месяцев назад
Balls🗿
@TheMath3uss
@TheMath3uss 2 года назад
I love Dark soul the video game and love boardgames in general but this game is not an accurate representation at all. You don't have to grind in Dark souls and there is basically no luck involved either. I love the art and the minis but the more videos I watch the more I hate this game. It's a bunch of lucky/unlucky draws from the deck or a bunch of dice rolls all of that makes it pretty much the antithesis of what dark souls is - a game of knowledge and skill.
@FailroadExpress
@FailroadExpress 2 года назад
Yeah, it is hard to translate a game like Dark Souls into a board game and get the feel of the video game. I do like the board game but it certainly has it's flaws. Dark Souls definitely relies on skill and timing which didn't translate well to the board game.
@mathog11
@mathog11 Год назад
How exactly would you translate knowledge and skill to a turn-based game? For example timing your dodges?
@asnpogi
@asnpogi 6 лет назад
Dude thats much harder
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
One of the commenters begs to differ. All this person did was wreck the game.
@hiabuddyoldpal
@hiabuddyoldpal 6 лет назад
This makes the game much too simple. Simple and Dark Souls don't go well together.
@FailroadExpress
@FailroadExpress 6 лет назад
feel free to take out some of our rules until the game is just right for you.
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
​ @FailroadExpress, or you could try top learn how to play Dark Souls (including the video games)? "feel free to take out some of our rules until the game is just right for you."? How about "feel free to use the current rules set for the game instead of butchering it with non-official rules"? Also, stop acting like a bot (unless this is a bot account).
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
​ @FailroadExpress, fun fact: Dark Souls games are hard. A seemingly fun fact: you don't know what you are on about, nor can you complete the games due to them "being too hard for you". This is why you wrecked the board game by making it simpler. It's because you are bad at all of the games. Stop polluting the game with your nonsense just because you are poor at it.
@DihColorado
@DihColorado 6 лет назад
loved this. this goes to show how lazy this games was designed, although it has so much potential. nice job with these ideas guys
@FailroadExpress
@FailroadExpress 6 лет назад
Yes, we enjoy the game a lot but noticed a lot of people complaining about certain aspects of it. Hopefully these house rules even it out a bit. Let us know if they work for you.
@stevenbrooks8983
@stevenbrooks8983 5 лет назад
"We've never made it this far in the game to take on this many". So why are you already making house rules to change the game? I'm all for house rules but if you haven't even finished the game you aren't doing yourself any favors by blatantly making it easier.
@FailroadExpress
@FailroadExpress 5 лет назад
I could have worded it better in the video. There were many times that we didn't get past the first mini boss but sometimes we did. While we made it to the level three battles we didn't encounter that particular card (at least not in the games I played). Either way, feel free to tweak these rules, mix and match them with others, or ignore some of them. What ever you feel gives you the right balance for the game.
@spirostsikrikas4569
@spirostsikrikas4569 6 лет назад
Things are simple. So many great games and so little time for a mediocre one... An unfortunate backer... Good try by the way...
@gfdgfdgfdgfdgfdg390
@gfdgfdgfdgfdgfdg390 3 года назад
Title should be either "Dark Souls The Board Game: How to Not Play the Game properly". Seriously, this video is a disgrace and you only made them because you cannot play the game properly or complete it yourself because it's "too hard". Were you one of those people that complained that the Dark Souls 1 game was "impossible" to do? All you are doing is butchering the game because you struggle at the game. Why not just get rid of both the game (unless you did) and remove this video? It's disrespectful.
@bachirmessaouri4772
@bachirmessaouri4772 3 года назад
It's the second time you are trolling this section. If you like it the way the rules are, good for you but don't tell other people what they should do with their game and what to post on RU-vid. Just shut the f-u and move on. So far, the real disgrace in this section is you. Even the authors said to people to feel free and experiment with the game so who the f* are you to judge. Talk about disrespect. Morron.
@ShenyaKing
@ShenyaKing 2 года назад
Oh horrors, people are using the game the BOUGHT the way THEY wanted! How about you put up or shut up? Post a video of you playing the game the right way?
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