Phantoms Expansion
2
Phantoms
Introduction
e Phantoms expansion is intended for use with Dark Souls™: e Board Game.
Summons are allies the party can call upon during boss encounters to assist them with
these dicult battles. Invaders are added to encounters when characters gain Ember
tokens. Invaders make an encounter more dicult but also give players a chance to
claim unique equipment cards and gain additional souls.
e White Phantoms of this world can be ephemeral allies if you are of sucient cunning to
secure their service. Some will come to your aid if you bind yourself to them in covenant—or
at least do not incur their wrath in your actions. I speak now of the shades of mighty and
lesser heroes both, such as Ruined Ais, the Sellsword Luet, Rogue Witch Beatrice, and the
Sword Master. ese white phantoms oer their service only to the worthiest warriors and
against only the most indomitable opponents.
Other allies are less otherworldly, mortals who will raise their blades alongside yours against
your enemies. In your travels you will meet several such individuals, including the noble
knights of virtue Siegward of Catarina, Solaire of Astora, and Sirris of the Sunless Realms.
Be warned, however: these honourable allies will often be ready to sell their own lives to
assist you, so ask for their help sparingly, lest you rob the world of their light forevermore.
Some phantoms are less altruistic or have already pledged their lives to another soul. Here we
speak of Horace the Hushed, Lucatiel of Mirrah, and Eygon of Carim. ese few will still
stand by you in your moment of need, despite their honour being aligned elsewhere. Be no less
wary of summoning them, for should they fall, you shall likely doom their charges as well.
Beware the Red Phantoms, for even more than the other dire opponents you have encountered,
they are not of this world. Drawn by the lure of humanity, they pass over in search of sustaining
warmth, to challenge the heroic and foolish alike.
e names of some will doubtless be familiar, dark deeds and murderous legend forever
surrounding them. e Knight of orns, Maneater Mildred, Melinda the Butcher, and
the Xanthous King are but a handful of names from their infamous cadre. Although some
amongst their number are lesser known, such as Armorer Dennis, Maldron the Assassin,
Oliver the Collector, and Fencer Sharron, these creatures should all be treated with equal
caution. Finally, there are the truly enigmatic who might pretend to aid you, especially the
one known as Marvelous Chester. Never trust such an individual, for they shall doubtless
betray you at the rst opportunity, nor should you be foolhardy enough to earn the wrath of
Paladin Leeroy by careless placement of the Lordvessel.
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4
Summons
10x Summon Miniatures
1x Summon Health Dial
10x Summon Data Cards
40x Summon Behaviour Cards
Contents
e Phantoms expansion includes the following components:
1x Rules Insert
Solaire
of Astora
Sword Master
Sirris of the
Sunless Realms
Siegward
of Catarina
Sellsword
Luet
Horace
the Hushed
Lucatiel
of Mirrah
Eygon
of Carim
Rogue Witch
Beatrice
Ruined
Ais
5
Invaders
11x Invader Miniatures
1x Invader Health Dial
12x Invader Data Cards
64x Invader Behaviour Cards
12x Treasure Cards
3x Blank Invader Tokens
6x Standard Invader Tokens
6x Advanced Invader Tokens
Kirk, Knight of orns /
Longnger Kirk
Fencer
Sharron
Paladin
Leeroy
Oliver
the Collector
Invader
Brylex
Maneater
Mildred
Marvelous
Chester
Maldron
the Assassin
Armorer
Dennis
Melinda
the Butcher
Xanthous King
Jeremiah
6
Summon Data Cards
At the start of the game, players can choose to add Summons to their game. Summons
are temporary allies represented as white phantoms in the world of Dark Souls™.
Summon data cards include some of the same information as boss data cards but are
much simpler. Each summon data card includes the following information:
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Lucatiel
of Mirrah
©BNEI / ©FS, Inc.
Saving Grace:
Once per encounter, you may reroll one of
Lucatiel's dodge dice.
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00
0
1
5
7
3
8
2
4 6
Mini Boss (Standard)
Summon icon
Main Boss (Advanced)
Summon icon
A summons name, starting Health, and
set symbol all function the same way
as they do on boss data cards (see ‘Boss
Data Cards’ on p. 26 of the Dark Souls™:
e Board Game rulebook).
Since they ght against enemies on the
side of the party, summons have taunt
levels like characters instead of threat
levels like enemies. ese taunt levels
work the same as they do for characters,
enabling players to know which character
or summon the boss will attack (see
‘Enemy Attacks’ on p. 25 of the Dark
Souls™: e Board Game rulebook).
e Block, Resist, and Dodge values for
a summon also mirror those of characters
rather than enemies. A boss deals a xed
amount of damage based on its boss
behaviour card; summons, like characters, roll
dice to block, resist, or dodge that damage.
Some summons’s special abilities
provide an ongoing bonus, but others can
be used once per encounter at any time
the players choose. After using such an
ability, it may be helpful to place a spare
wound token over it to remind you that
it cannot be used again.
1. Name
2. Taunt Level
3. Starting Health
4. Block Value
5. Resist Value
6. Dodge Value
7. Special Ability
8. Mini or Main Boss Summon Icon
7
Summon Behaviour Cards
Summon behaviour cards are used for
summons in the same way that boss
behaviour cards are used for bosses (see
‘Behaviour Cards’ on p. 27 of the Dark
Souls™: e Board Game rulebook), with
just a few small dierences.
First, summons do not heat up, so none
of their cards have Heat Up symbols.
Second, summons do not have arc markings
like bosses, so their behaviour cards never
include attack arcs or weak arcs.
ird, summons do not have a Dodge
diculty since bosses never dodge attacks.
Ending an Encounter
beside the Fog Gate
After the party defeats the encounter
on the tile with the Fog Gate token,
the party has a dicult choice to make.
ey may receive souls for defeating the
encounter normally, or they can choose to
receive zero souls instead to summon an
ally into the upcoming boss encounter.
If they choose to receive zero souls, place
the ve corresponding summon data
cards face down beside the Fog Gate
token. Use the ve cards with the mini
boss card back for an upcoming mini
boss encounter or the ve cards with the
main boss card back for an upcoming
main boss encounter.
©BNEI / ©FS, Inc.
0
2
Slashing Advance
1
1
Mini Boss (Standard)
card back
Main Boss (Advanced)
card back
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Starting an Encounter
with a Summon
When the party starts a mini boss or main
boss encounter that includes a summon,
rst set up the encounter as usual (see
‘Starting a Boss Encounter’ on p. 28 of the
Dark Souls™: e Board Game rulebook).
Next, shue the ve summon data cards
set aside earlier and choose a card. at
is the summon who will assist the party
during this boss encounter. Find that
summon miniature, its behaviour cards,
and the summon Health dial. Set the
Health dial to the summons starting
Health. Add the summon miniature to
the encounter by placing it on an entry
node as if it were a character.
Each summon has its own strengths
and weaknesses. Some excel at soaking
up damage intended for a character,
whilst others prefer to stay away from
the boss and strike from a safe distance.
Summons are partially controlled by their
behaviour cards and partially controlled
by the players. Look for ways to use your
summon eectively such as moving to take
a hit meant for a vulnerable character or to
attack the boss in a weak arc. Summons,
like characters, gain an additional black die
on attacks in the weak arc.
Unlike a boss’s behaviour deck, a summons
behaviour deck is made up of all four of
their behaviour cards. Simply shue the
cards together to form the behaviour deck
and place it face down within easy reach.
Note that not all behaviour cards are
created equal. On some turns, a summon
may be more (or less!) helpful than others.
At this point, the boss encounter is
ready to begin. During an encounter
that includes a summon, there will be a
summon activation after each character
activation. is means that summons
will activate more often than individual
characters but they have fewer options
each activation.
In a boss encounter including the
Assassin, Knight, and a summon, for
example, the activation order could be:
1. Boss activates.
2. Assassin activates.
3. Summon activates.
4. Boss activates.
5. Knight activates.
6. Summon activates.
With this addition, activations in
encounters that include a summon
function as explained in Activating
Models’ on p. 19 of the Dark Souls™:
e Board Game rulebook.
When a summons behaviour deck
is empty at the start of a summon
activation, create the new summon
behaviour deck by picking up the
behaviour deck’s discard pile and turning
it face down without shuing it. Combat
then continues normally.
9
Summon-Specific Icons
Summon behaviour cards include a couple of icons that are not used on other
behaviour cards. e Shift icon works the same way that it works on weapons,
but the Distract icon is new for summons.
When a summon makes an attack with
the Shift icon, they may move up to
the number of nodes shown. Shift icons
that appear before the dice icons allow a
summon to move before rolling the dice.
ose that appear after the dice allow the
summon to move after rolling the dice.
If a behaviour includes a Distract icon,
then the summon is treated as having
the Aggro token during the next boss
activation. Do not physically move
the token (so you dont forget which
character activated last).
Death of a Summon
When a summon is killed, remove their model from the tile. Summons are not
character models, so their death does not force the players to rest at the bonre.
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Game Setup with Invader Encounters
At the start of the game, players can
choose to add Invaders to their game.
Invaders are lured to the vestiges of
humanity represented in Dark Souls™ as
embers. When a player nds an Ember
card in the treasure deck and gains an
Ember token (see Embers’ on p. 12
of the Dark Souls™: e Board Game
rulebook), an invader is added to a future
encounter using the invader tokens as
explained on the next page.
During setup, separate the blank tokens,
standard invader tokens, and advanced
invader tokens into three distinct piles
and place all tokens face down.
Standard Invader
Kirk, Knight of orns
Standard Invader
Maldron the Assassin
Advanced Invader
Longnger Kirk
Advanced Invader
Marvelous Chester
Standard Invader
Maneater Mildred
Standard Invader
Xanthous King Jeremiah
Advanced Invader
Invader Brylex
Advanced Invader
Fencer Sharron
Invader Token Back Standard Invader
Melinda the Butcher
Advanced Invader
Armorer Dennis
Blank Invader Token Standard Invader
Oliver the Collector
Advanced Invader
Paladin Leeroy
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Using Invader Tokens
When a character gains an Ember token,
if there are no invader tokens already in
play and there is at least one unexplored
tile, then a random encounter becomes
invaded as follows:
If the players have not yet defeated the
mini boss, take one random standard
invader token and enough blank
tokens to have one token for each
unexplored encounter tile. Randomly
place one of the selected tokens on
each facedown encounter card.
If the players have already defeated the
mini boss, take one random advanced
invader token and enough blank
tokens to have one token for each
unexplored encounter tile. Randomly
place one of the selected tokens on
each facedown encounter card.
Note that if there is just one unexplored
tile, the invader token will be guaranteed
to be in that encounter. Otherwise, the
players will not know exactly when the
invader will strike.
Example: e party gains an
Ember token after exploring
two tiles, before the mini boss.
e party takes one blank
invader token and one standard
invader token (chosen at
random) and places them on
top of the encounter cards on the
remaining tiles.
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Invader Data Cards
Invader data cards include much of the
same information as boss data cards.
Each invader data card includes the
following information:
1. Name
2. reat Level
3. Behaviour Deck Size
4. Heat Up Point
5. Block and Resist Values
6. Special Ability
7. Starting Health
8. Mini or Main Boss Invader Icon
With the exception of the Mini or Main
Boss Invader icon, this information all
functions the same way as it does for
boss data cards (see ‘Boss Data Cards’ on
p. 26 of the Dark Souls™: e Board Game
rulebook).
e Mini or Main Boss Invader icon
lets a player know whether that invader
is used whilst players are exploring the
world of Dark Souls™ leading up to their
encounter with the mini boss or their
encounter with a main boss.
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1
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Fencer Sharron
©BNEI / ©FS, Inc.
Counter Slash:
If Sharron suers three or more damage
during one character activation, she performs
two behaviours on her next activation
(instead of one).
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1
5
6
7
8
2
3 4
Mini Boss (Standard)
Invader icon
Main Boss (Advanced)
Invader icon
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Invader Behaviour Cards
Invader behaviour cards are used for
invaders in the same way that boss
behaviour cards are used for bosses (see
‘Behaviour Cards’ on p. 27 of the Dark
Souls™: e Board Game rulebook), with
just two small dierences.
First, invaders do not have dedicated
Heat Up cards with Heat Up symbols.
Instead, shue any one remaining
behaviour card into an invader’s
behaviour deck when it heats up.
Second, invaders do not have arc markings
like bosses, so their behaviour cards never
include attack arcs or weak arcs.
©BNEI / ©FS, Inc.
1
0
6
1
Spider Fang Sword Strike
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Starting an Invaded Encounter
When the party enters a tile that has a
token beside it, rst set up the encounter as
usual (see ‘Encounter Setup on p. 17 of the
Dark Souls™: e Board Game rulebook).
Next, ip over the token beside that tile. If
the token is blank, place it back in the pool
of blank tokens. If it is an invader token,
nd that invader miniature, its data card,
its behaviour cards, its treasure card, and
the invader Health dial. Set the Health
dial to the invader’s starting Health, and
place the token back in the game box.
Next, add the invader miniature to
the encounter. e invader will ght
alongside the other enemies present
in the encounter. Place the invader
on the centre node of the tile if that
node is unoccupied. If that node is
occupied, then place the invader on any
unoccupied node that is at least two
nodes away from the entry nodes beside
the door that is aligned with the tile the
party moved from.
e next part of setting up the invaded
encounter is creating the invader’s
behaviour deck as follows:
1. Take a number of random standard
behaviour cards equal to the
behaviour deck size on the invaders
data card for the behaviour deck.
2. Shue the behaviour deck and place
it face down within easy reach.
At this point, the invaded encounter is
ready to begin.
When the invader’s Health is reduced to
its Heat Up point or below, the invader
will heat up. Take one random unused
behaviour card and shue it into the
behaviour deck. Note that players will
now need to relearn the invader’s attack
pattern as well as having to face an
additional behaviour card.
Some invaders have special rules on their
invader data card which alter how they
activate or how the Heat Up functions,
so be sure to check them before starting
the ght.
When an invader’s behaviour deck is
empty at the start of its activation, create
the new invader behaviour deck by picking
up the behaviour deck’s discard pile and
turning it face down without shuing it.
Combat then continues normally.
Some invaders have special rules on their
invader data card which alter how they
activate or how the Heat Up functions,
so be sure to check them before starting
the ght. Once an invader heats up, it
will not heat up again, even if its special
rule allows it to gain Health.
15
Defeating an Invader
If the party successfully kills the invader,
immediately add the invader’s treasure
card to the inventory and immediately
add three soul tokens to the soul cache,
even if other enemies still remain in the
encounter.
If the party is defeated before killing
the invader, remove the invader from
the table. at invader will not return to
play, even when the players return to that
encounter. e party has missed its chance
to gain that invader’s treasure this game.
16
Ambush Lies Ahead
Campaign Scenario
is is a path you have trodden before, yet it is more
treacherous than ever—for now not only do you journey to
Anor Londo and your confrontation with the Dragonslayer
and his vile Executioner, but you must do so under the
watchful gaze of the dark spirits.
ese invaders are creatures that hunger only for humanity,
and they are relentless in their pursuit. Truly, once one has
chosen you as their quarry, you have no choice but to defeat
them in battle before you may resume the path of your
destiny. Dare you step forwards once more, now that word
of your tremendous feats has attracted the attention of those
hunters not of this world?
When a character gains an Ember token during the
Ambush Lies Ahead campaign, do not place invader tokens.
For encounters that list an invader, that invader is part of
the encounter the rst time the party enters that encounter
regardless of whether a player has an Ember token. Win or
lose, the invader will not reappear during the campaign.
Dark Souls
17
Section 1
Undead Burg
Bonre Tile
Level 1 Encounter
Level 1 Encounter
Level 2 Encounter
Gargoyle (Mini Boss)*
Gargoyle (Mini Boss)*
* e party receives the Gargoyles’s treasure
only if they defeat two Gargoyle boss encounters
back-to-back. If they are defeated by the second
Gargoyle, they must ght both Gargoyles
after making their way back to the Fog Gate.
Section 3
Anor Londo
Bonre Tile
Level 2 Encounter
Level 2 Encounter
with Xanthous King Jeremiah
Level 3 Encounter
Level 3 Encounter
with Paladin Leeroy
Level 3 Encounter
Ornstein & Smough (Main Boss)
Section 2
Sen’s Fortress
Bonre Tile
Level 1 Encounter
Level 1 Encounter
with Kirk, Knight of orns
Level 2 Encounter
Level 2 Encounter
with Maneater Mildred
Titanite Demon (Mini Boss)
* After completing Section 1, players augment the treasure deck by adding the transposed
and legendary treasure cards as described, then reset the play area to begin additional
exploration leading up to the main boss encounter in ‘Setup After the Mini Boss’
on p 9 of the Dark Souls
: e Board Game rulebook.
18
The Gauntlet
Campaign Scenario
Neither a journey nor a quest, this is not a feat you should
consider lightly. Be you Chosen Undead, Bearer of the Curse,
or Ashen One, the challenge is one and the same.
is is the Gauntlet.
You shall face each of the invaders one after another, with
barely a moments respite to feel the warmth of the bonre
should you prove yourself worthy. Beware, for although you
may readily step forwards to face your rst adversary, few
manage such stoicism when the Butcher leaps into the fray
whilst the ames from Jeremiahs pyromancy have barely
cooled—and these are but two of those you must defeat.
Eleven in number, each of these enemies is more fearsome
than the last, whilst your own strength inevitably wanes.
Even if you should emerge triumphant against your nal foe,
your reward is only to face the Knight of orns once more.
Are you possessed of fortitude and determination enough to
accept this calling and run the Gauntlet?
When a character gains an Ember token during e
Gauntlet campaign, do not place invader tokens.
Unlike the standard invader rules or other campaign
encounters, when an encounter lists an invader, that
invader is part of the encounter every time the party
enters that encounter until the invader is defeated.
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Section 1
Invader Ruins
Bonre Tile
Level 1 Encounter
Level 1 Encounter
Level 1 Encounter with Melinda the Butcher
Level 1 Encounter with Maldron the Assassin
Level 2 Encounter with Kirk, Knight of orns*
Section 3
Invader Spire
Bonre Tile
Level 2 Encounter with Armorer Dennis
Level 2 Encounter with Paladin Leeroy
Level 3 Encounter with Marvelous Chester
Level 3 Encounter with Invader Brylex
Level 3 Encounter with Longnger Kirk
Section 2
Invader Hall
Bonre Tile
Level 2 Encounter
Level 2 Encounter with Oliver the Collector
Level 2 Encounter with Xanthous King Jeremiah
Level 3 Encounter with Maneater Mildred
Level 3 Encounter with Fencer Sharron
* After completing Section 1, players augment the treasure deck by adding the transposed
and legendary treasure cards as described, then reset the play area to begin additional
exploration leading up to the main boss encounter in ‘Setup After the Mini Boss’
on p 9 of the Dark Souls
: e Board Game rulebook.
20
Dark Souls™, Dark Souls™ II, Dark Souls™ III & ©BANDAI NAMCO Entertainment Inc. / ©FromSoftware, Inc.
Dark Souls™ series by: BANDAI NAMCO Entertainment Inc.
Game Concept: Mat Hart and Rich Loxam
Game Design: David Carl, Alex Hall, Mat Hart,
Bryce Johnston, Rich Loxam, Steve Margetson,
and Jamie Perkins
Development Leads: David Carl and Alex Hall
Graphic Design & Layout: Tom Hutchings
Lead Writer: Sherwin Matthews
Editing: Darla Kennerud
Sculpting: James Cain, Laslo Forgach,
Michael Jenkins, Dave Kidd, Tom Lishman,
NL, Kieran Russell, Sean Sutter
Steamforged Games: Charles Agel, Christine Agel,
Philip Andrews, Mike Appleton, Michael Archer,
Edward Ball, Ash Beria, Russ Charles, Corey Davies,
Matthew Elliott, Jay Finnegan, John Ford,
William Freer, Jamie Giblin, James Hasker, John Hockey,
Michael Jenkins, Richard Jennings, Ronan Kelly,
Adam King, Bryan Klemm, Andy Lyon, Hussein Mirza,
Louis Moore, Samuel Page, Haydon Parker, Greg Plail,
Firoz Rana, Gareth Reid, Doug Telford, Jak raves,
Adam Tudor, Matthew Warren, Marc Williams
Special anks:
All of our Kickstarter Backers and Late Pledgers