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Equipment
Equipment Cards
Equipment governs a character’s combat capabilities. Characters
begin the game with basic equipment but will nd better
equipment as the game progresses. Each equipment card
includes the following information.
1. Name
2. Illustration
3. Actions
4. Card Type
5. Equipment Slot
6. Range
7. Stat Requirements
8. Block
9. Resist
10. Dodge
11. Upgrade Slots
12. Set Symbol
Equipment Modifiers
Some equipment cards have dice modiers that add a xed value
to the die roll or subtract a xed value from the die roll.
Embers
When the players nd an Ember card in the
treasure deck, place an Ember token on the
character board of one of the characters. While
a character has an Ember token, if that character
suers 3 or more damage from an attack, reduce
the damage by 1. When the party is defeated in an encounter
and forced to rest at the bonre, discard all Ember tokens.
A character can never have more than one Ember token. In the
rare case that the players nd an Ember card in the treasure deck
when all characters already have an Ember token, shue the
Ember card into the treasure deck and draw a new treasure card
to replace it (without spending an additional soul).
For example: e 3 Stamina attack on the Estoc is shown above.
is attack would use three black dice and subtract 1 from the
total rolled. If a player rolls a 2, a 1, and a blank on the dice, the
nal result is 2 damage (3 on the dice roll – 1 for the modier).
Upgrade Cards
Upgrades are a type of equipment
card that enhance other equipment
cards rather than beneting the
character directly. Each weapon and
armour equipment card has a slot
2
showing whether that item
can hold zero, one, or two upgrades.
When an item is upgraded, place
the upgrade card beneath the item
so that the upgrade’s rules are
visible. (see ‘Blacksmith Andre’,
p.14).
Weapon upgrades
provide bonuses to weapon cards
,
and armour upgrades
provide bonuses to armour cards .
An equipment card’s actions represent an attack or special eect
used during an encounter (see ‘Character Attacks’, p.22).
Each equipment card has a card type with one of several icons
designating that card as starting equipment, common treasure,
class treasure, etc. (see ‘Treasure Deck’, p.9).
While equipped, an item takes up an equipment slot on the
character board. Armour cards
go into the armour slot. One-
handed weapon cards
go into either the left-hand slot or the
right-hand slot. Two-handed weapon cards
go into either the
left-hand slot or the right hand slot and require the other slot to
be empty. A character can hold up to three weapon cards
at a time; all of these weapon cards that are not in hand slots go
into the backup slot
, which is the only slot that can hold more
than one weapon. Weapons in the backup slot provide additional
options during encounters (see ‘Character Activations’, p.22).
An equipment card’s range determines the base range from
which it can attack enemies or assist allies. Note that actions
on some equipment cards specify a dierent range than that
equipment card’s base range.
Equipment cards have stat requirements that must be met (or
exceeded) for a character to use that equipment card.
An equipment card’s Block, Resist, and Dodge values help
protect the character from damage during encounters (see
‘Enemy Attacks’, p.25).
e upgrade slots determine how many times the equipment
card can be upgraded at Blacksmith Andre (p.14), and the
set symbol shows which Dark Souls™: e Board Game set the
equipment card came from.
12


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