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0 Forgotten Paths - Rules

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0% found this document useful (0 votes)
103 views12 pages

0 Forgotten Paths - Rules

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Uploaded by

Jeremy Pignat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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-_ = on Foyt ace THE CARD GAME FORGOTTEN PATHS Introduction. Contents. Setup... Encounters.......s+s0seereeeereee Terrain Cards......sese000 Traps i ates Forgotten Paths Boss Encounters. ‘Asylum Demon Special Rules Bell Gargoyles Special Rules ....... Moonlight Butterfly Special Rules . Great Grey Wolf Sif Special Rules Alternate Modes of Play...» page. tile a aa URED Dark Sol ees by BANDAINAMCO Enters Ie ‘Steamforged Games Chae Agel Chine ; i i Mica! fe Ear Bl us Che Sn [oF acer ‘ohn or, Wire Fes Jamie Gin Ale lal at Ht Hockney Game Development: By Jobson eta ann Mic fein Haan ey Adam Kg Re Lesa FF = lor Lyon Sherwin Mathew, Lae cote, Sm Pg Ae Prk nl Development: Stee Masson Jamie etn, Greg Pa Fae Reba Gath Res Tom Rochford, Zach tin, Graph Design and Layout: Tom Huschings, ‘Be Tetra Braves Mae Waren, Pal Waters Eating: Dre Kemerad lteting Ayn Hysol Bon Pip Coan, Sefine Sheil Purch Vet Dein Werte meri ‘eres ofthe Seafonged Caer fe = _|[NIRODUCTION—— Dark Souls™ takes place across a dark, brooding world, a world broken by long-forgotten wars and the machinations of the cursed Undead. This expansion for Dark Souli™: The Card Game allows you to explore more of that shattered world, opening up deeper and darker dungeons for you to explore. Will you explore outwards from the Undead Asylum, first challenging the monstrous Demon within and then moving to the belfry where the Gargoyles wait? Or will your path lead you through the darkly beautifil Darkroot Garden, guarded by the enigmatic Moonlight Butterfly and the noble Great Grey Wolf Sif? Either way, you must use the skills and experience you have gained to manoeuvre your way through the treacherous terrain. The things in the darkness have no pity for those with a foot caught in a trap. But you are not without allies. This expansion also brings two new classes of warrior to aid you in your fight. The Thief slinks into combat, looking to hack into the enemy from an unforeseen corner, while the gaunt Pyromancer hurls forth fire to brighten the darkness with the burning wrath of the Great Swamp. These characters bring additional options and versatility to Dark Souls™: The Card Game and provide new ways of playing the game. CONTENIS= == an Forgotten Pathsis an expansion for Dark Souls™: The Card Game. You must have a copy of Dark Soul oe Game in order to play with the contents of this box. All Forgotten Paths cards are marked with this symbol Character Cards @> 28 Pyromancer Starting Deck Cards ‘> 28 Thief Starting Deck Cards + 2Character Data Cards ‘Treasure Cards ~ These cards provide new options, weapons, and armour for you to use against the enemies that will asa you. @@ 23 Common Treasure Cards GB 10 Transposed Treasure Cards Encounter Cards ~ ‘These Encounter Cards add new terrain elements and variation. J) 8 Level 1 Encounter Cards 2R) 10 Level 2 Encounter Cards FR 5 Level 3 Encounter Cards Enemy Cards —These enemy cards will provide new threats and dangers to novice and experienced adventurers alike. B) 10 Level 1 Enemy Cards () 10 Level 2 Enemy Cards QP) 5 Level 3 Enemy Cards AWE 8 Asylum Demon Behaviour Cards Fas Bel Gargoyle Behaviour Cards AID 9 Great Grey Wolf Sif Behaviour Cards $8 Moonlight Butterfly Behaviour Cards + 1 Additional Boss Card (Bell Gargoyle) + 4 Boss Data Cards : ‘Terrain Cards ~ These cards add a new level of interactive terrain elements to the game. $B 10 Terrain Cards }) 20 Trap Cards Playing Board —The Forgotten Paths exploration board shows the paths you ‘must take in order to fight the new bosses included in the set. + 1 Exploration Board a SETUP During setup, any player may choose to use the Pyromancer or Thief instead of one of the characters from the core game. When selecting which side of the exploration board to play, the players first decide whether to play with the exploration board from the core game or the one for Forgotten Paths and then choose which side of that board to play. Place the chosen side face up. ‘When separating out the three encounter decks (Level 1, Level 2, and Level 3), shuffle the Forgotten Paths encountet cards into their respective decks, then place the decks face down next to the exploration board. Similarly, when separating out the three enemy decks (Level 1, Level 2, and Level 3), shuffle the Fargotten Paths enemy cards into their respective decks, then place the decks face down next to the exploration board. Take the boss cards, behaviour decks, and any additional cards for the two bosses you'll be fighting and place them next to the exploration board as well Shufile the Forgotten Paths Common and Transposed ‘Treasure Cards into their respective decks from the core game, then place the decks face down. Finally, take the terrain deck and the trap deck, shuffle them, and place them face down next to the play area &————_ ENCOUNTERS The Encounter Cards found in this expansion all have an additional icon This will either be the terrain icon QB ov the trap icon (12 If the party has yet to fight an encounter, resolve any placing your character ard. Ifthe party has just foug remove all character cards from the battle ht an encounter, first character battle board before resolving trap placement, then place the character cards back on the character battle board. WILD GLADES & —_TERRAIN CARDS— ‘An encounter with terrain is taking place in an area with geographical features that may impact your fight. The first time you fight an encounter which has the terrain symbol, draw one card from the terrain deck. This card should be placed to the side and will apply its effect for the whole duration of the encounter. These cards are not removed at the end of the encounter and remain in effect each time the players fight that encounter (placing the terrain card underneath the Encounter Card on the exploration board is a good way of marking this). Each time a card is pushed in this ‘encounter, the card suffers 1 damage _ If an encount is trapped, the encounter 1, eee en eyelet eee this symbol will show how many trap cards to draw for this encounter. For each trap card, draw an mm any deck). Place the trap card face down on the enemy card's target space on the player enemy card battle board. If the enemy attacks more than one space, simply draw more enemy cards until you get one with asingle target space. Then put any drawn enemy cards back into their decks and shuffle them. When a characteris placed onto or moves onto a space with a trap card, they trigger the trap. Flip the trap card and resolve its effects. Trap cards are shuffled back into the trap deck after resolving their effects. Any untr stay in the encounter. Place ed traps these traps on the you fight this time. (Again, Encounter Card on the exploration board is a good ayer battle board again next time counter, placing them as above each acing these trap cards underneath the way of remembering this.) TC "he player who triggered this trap must. choose between sacrificing their next activation, or suffering 5 damage. R FORGOTTEN PATHS Boss ENCOUNTERS Bosses in this expansion follow all the general rules for boss encounters from the core game, unless otherwise stated, ASYLUM DEMON SPECIAL RULES ‘The Asylum Demon lurks in the heart of the Undead Asylum, a monstrous guardian for the lost souls within. ‘Whenever the Asylum Demon is in the front row of the enemy battle board, all ofits attacks inflict Stagger mp in addition to all other effects of the attack. The Asylum Demon hests up when reduced to 0 HP, as described in the core game rulebook. When the Asylum Demon heats up, lp the card over. All of the Asylum Demon's attacks now inflict Stagger mQ¥ in addition to all other effects of the attack. The Asylum Demon is defeated ‘when its heat up side is reduced to 0 HP. BELL GARGOYLES SPECIAL RULES ‘The Bell Gargoyles fight as one, forming a deadly hunting pack atop the roof of the Undead Parish. Only the first Bell Gargoyle (the one with the fog gate symbol ({})) begins the encounter. This card moves and attacks according to the Gargoyle 1 section on the Bell Gargoyles behaviour cards. When this Bell Gargoyle his taken an amount of damage equal to half its HP, place the second Bell Gargoyle (the one with the heat up symbol (_)) anywhere on the enemy battle board. 3 ‘The second Bell Gargoyle moves and attacks according to the Gargoyle 2 section on the Bell Gargoyles ‘behaviour cards. When a Bell Gargoyle is reduced to 0 HB,it's removed from the enemy battle board. ‘The Bell Gargoyles are defeated when both have been reduced to 0 HP. MOONLIGHT BUTTERFLY SPECIAL RULES ‘he graceful and enigmatic Moonlight Butterfly resides in the Darkroot Garden. Throughout this encounter, the Moonlight Butterfly can only be attacked while it is in the front row of the enemy battie board, or ifthe attack has ZY Additionally, when the Moonlight Butterfly is reduced to 0 HP, flip the card over. For the remainder of the encounter, the Moonlight Butterfly gains +1 damage oon all attacks it makes while in the back row of the enemy battle board. The Moonlight Butterfly is defeated when its heat up side is reduced to 0 HP. GREAT GREY WOLF SIF SPECIAL RULES “The Great Grey Wolf Sif resides in the Darkroot Garden, guarding the grave ofa fallen knight of some renown. During this encounter, if Sif suffers 3 or more damage during a player activation, atthe end of the player activation, take Sif's behaviou: deck (including already played cards), and shuffle it before moving onto Sif's activation. ‘The Limping Strike behaviour card is not included in. Sif’s behaviour deck. Instead, when Sif is reduced to 0 HP flip Sif’s card over to the heat up side. From this point onwards, Sif will perform the Limping Strike behaviour each time it activates until the end of the encounter. Sifis defeated when its heat up side is reduced to. 0 HP, &— ALTERNATE MODES OF PLAY— [CONS ‘This expansion adds a number of icons to the game ENEMY CARD TYPES TERRAIN CARD TYP Asylum Demon Boss Card Brom Card te Bell Gargoyles Boss Card [>> Trap Card. The number in this sym BP sxc a y traps to draw for this encounter * Moonlight Bure Bo PLAYER yromancer Starting Card

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