Still hate how Vergil wasn't playable with the excuse on Twitter that he isn't playable in DMC5 so he's not included, but neither are Trish or Lady yet they're playable still? Ironically Vergil is now playable in DMC5 yet Trish and Lady are not.
But Vergil only appears in special editions of the games. Lol It would be nice since we already have his models made in the A&O expansions. Maybe make player cards for Vergil along with boss cards for Dante.
@jamieperkins1888 Hey dev! Loving the game so far! As someone who's played DMC 5. I'm absolutely blown away by how you guys designed it to match perfectly with the original's gameplay! But there's still a few things unclear to me. The taunt card for V says "you cannot dodge." but as far as I know, V has no "dodge" keyword cards... Does this mean he cannot discard cards during enemy phase to "block" damage? As the player guide calls the bottom left symbol for each card "Block". I'm not sure if I should be able to block after playing a taunt card the round before. My second question is "shuffle" from Nero. As it says "Discard this card to dodge 2 damage from the enemy, that enemy suffers 2 damage." If the card "dodges" 2 damage. What's the point of the 1 block at the bottom left? Or does "Shuffle" need to be discarded during the hunter phase then when you get attacked during the enemy phase.. its effect takes place? Thank you! Looking forward to the new Elden Ring Board game. Your Dark Souls Board Game has been the obsession of my friend group since last week.
For your first question, on page 21 of the rules it specifically refers to negating damage by discarding cards as "Dodging" and the shield symbol as the "Dodge icon" so yeah. For Shuffle, it specifies that it's written effect only works against attacks from your front arc, so the 1 Dodge point in the corner is in case you need to use it to dodge something from another direction. What I'd like some clarification on is what you do with damage tokens on a character once they come back to the board after being knocked out. I assume you probably just remove them all, with the lasting penalty being the loss of style rank, but I wouldn't mind being more certain of that.
So when a stage ends, what happens to the orbs that the last enemy dropped? Do you take extra turns to get them? Or does the stage immediately end and you lose the orbs?
Hey Aiden, when this happens the orbs are placed before the stage ends. However any orbs on the game board aren't removed at the end of a stage and can be collected during the next stage.
Hey guys, just got the game and have a question. For a single player experience, what's to stop me from just infinitely attacking a powerful enemy/boss until they die? Style points don't really get me anything since it's single player, so there's no incentive to make the biggest combo I can. lf the goal is to just beat the game I can just do, with Dante as an example, balrog strike into ebony and Ivory volley, clear the combo, and play them again, since basic attacks return to your "hand" and are never discarded. Is there some way to limit cheese like this? Realizing this absolutely killed any semblance of difficulty or challenge I felt trying to beat the game without getting wiped. Now that I'm thinking more about it, I can also use that cheese to lock out my opponents in a multiplayer game. Again with Dante, his basic attacks E&B volley let's him move 1 hex before attacking. The moment I get a style points lead, I can use that 1 attack combo repeatedly to move around the board and kill all the remaining enemies, preventing any other player from getting orbs or style points. There must have been some sort of FAQ to address this? Seems like an enormous design flaw.
You can only claim a combo once per turn. Or you play a combo finisher (the attack cards that have no link outs and give double points) When you play a combo finisher. this doesn't count as your "one combo claim per turn" action. so you can claim multiple combos if you have combo finishers and your one free claim per turn. For singleplayer, the goal is not to beat the game per se, but get the highest style points. You can kill the boss pretty quick and easy. but you won't have the points to show for it. Whereas, if you play it stylishly, getting lots of points, (Perhaps even Lapping te board! going beyond 100 points!) Now that's a better game. It's exactly like the games. Sure you can spam your range attack in the DMC games and kite back, never doing combos. killing everyone... But you won't have the Style points to show for it at the end..... Probably get a B at highest. never an SSS rating.
@@raeelemental7084 I must have confused the single combo claim rule and multiple combo end rule, that already solves the problem. And on the second half of your response, it's really cool how well they translated the gameplay from videogame to board game.
@@PureBrawler Glad to see you're still invested in the game even after 6 months~ If you ever want to freshen things up. I'd recommend trying out the fan-made playable Vergil expansion in TTS' steam workshop. The fans did really well to translate him into the game!
oh interesting! I must admit when I bought the vergil expansion i was somewhat dismayed he was a boss character only, I might spoil myself and attempt to print his cards/rules out so I can play with my physical sets@@raeelemental7084
So, in this video you state that if you don't have enough cards to block the whole attack, you take the full damage, but in the instruction booklet it says that you take whatever damage is left over, so which one is it?
Hey Aiden, you're correct that if you don't have enough attack cards to dodge an entire attack, you can still discard cards to reduce the damage your devil hunter takes. I was mainly focussing on dodging an entire attack since your combo chain is discarded if you take any damage at all, even if reduced. You'd have to dodge an entire attack to prevent that from happening.
@@jamieperkins1888 thank you so much! I really appreciate you answering a question so long after the video was uploaded! I have one other question though! What happens to the extra red and green orbs that are on the board when the final enemy of a stage is defeated? Do they stay for the next level? Do they disappear? Thanks in advance! Me and my girlfriend's family absolutely love playing your board game adaptation of DMC 5!
@@NeroV1L3 no problem at all, I'm glad you're both loving the game! If there are any red or green orbs on the board once the boss is defeated, you won't have any further chances to collect them. This is why boss enemies don't drop orbs.
@@NeroV1L3 Ah no, I misread your question. Any orbs on the game board either because they were already there or because they were dropped by the last enemy to be slain remain on the game board into the next stage.
I'm a little confused how dodging damage works? if I'm dealt 3 damage and dodge 1 with a card from my hand would i take 2 or do i just have to "match" the 3 with cards from hand to negate the damage?
The rulebook says you don't need to match it, so it's not all or nothing. You can Dodge 1 and reduce damage by 1. Something he sort of wasn't clear about (or straight up just said incorrectly I guess haha).
You played one card in defense for Dante, however he still took the full damage of 3. What's the point in playing any card in defense if it's less than the attack damage? I thought you could soften the blow by say using 1 defense against 3 attack you will now take 2.
Hi Lee, I believe your correct as you can use cards to reduce damage. In the rules its called a Glancing below. Not sure why it wasn't discussed here. I need FAQ to discuss things like what happens when multiple players have multiple interrupt cards and what happens to the placement of orbs when the last monster is killed
@@RoyalDevilRocky For interrupts I would say whoever shouts "interrupt" (and plays the card) first get in first, otherwise flip a coin? For orbs I spray them out from the enemy (any that land on a hunter with/without gather more orbs are taken) and then clean the board. I just like to keep things as simple and quick as I can to move on with details such as that.
@@LeeONardo ah so you wouldn't play. For instance... I play turn, player 2 interrupts, player 3 interrupts player 2? We played it like magic the gathering style where all the interrupts stack so it's a matter of playing it at the right time and hoping another player doesn't have one too. We left all orbs on the game board through every round, was that wrong? We had an issue last night where a big enemy was left and a player killed a big monster which was the last monster, loads of orbs went into the board but as soon as the last monster is killed, the turn ends and the first player token is passed to start of the next round, the new first player just swept up all the orbs.
The design and effort all are marvelous and remarkable but the premise of the game itself doesn't suit me that much. I would much prefer if it was more of a pvp game
Still hate how Vergil wasn't playable with the excuse on Twitter that he isn't playable in DMC5 so he's not included, but neither are Trish or Lady yet they're playable still? Ironically Vergil is now playable in DMC5 yet Trish and Lady are not.
they are still pondering whether to do Virgil as retail expansion but it probably unlikely
Yeah, he's a staple of the series. Not including him just blows my mind.
But Vergil only appears in special editions of the games. Lol
It would be nice since we already have his models made in the A&O expansions. Maybe make player cards for Vergil along with boss cards for Dante.
Because he's an enemy type, pretty simple really
My friends just took and model and shared cards with Dante and Nero to play as Vergil lmao
I still really really love this game. I wish we’d get some sort of “Special Edition” ;) expansion or something. I’d totally get it!
Awesome, really helps alot! Do we know when the FAQ will be live?
so since vergil is playable now can we get a vergil deck please!!!!!!!!!?
would be sweet if got a playable vergil deck if not I'll make one myself
@jamieperkins1888
Hey dev! Loving the game so far! As someone who's played DMC 5. I'm absolutely blown away by how you guys designed it to match perfectly with the original's gameplay!
But there's still a few things unclear to me.
The taunt card for V says "you cannot dodge." but as far as I know, V has no "dodge" keyword cards...
Does this mean he cannot discard cards during enemy phase to "block" damage? As the player guide calls the bottom left symbol for each card "Block".
I'm not sure if I should be able to block after playing a taunt card the round before.
My second question is "shuffle" from Nero. As it says "Discard this card to dodge 2 damage from the enemy, that enemy suffers 2 damage."
If the card "dodges" 2 damage. What's the point of the 1 block at the bottom left?
Or does "Shuffle" need to be discarded during the hunter phase then when you get attacked during the enemy phase.. its effect takes place?
Thank you! Looking forward to the new Elden Ring Board game.
Your Dark Souls Board Game has been the obsession of my friend group since last week.
For your first question, on page 21 of the rules it specifically refers to negating damage by discarding cards as "Dodging" and the shield symbol as the "Dodge icon" so yeah. For Shuffle, it specifies that it's written effect only works against attacks from your front arc, so the 1 Dodge point in the corner is in case you need to use it to dodge something from another direction.
What I'd like some clarification on is what you do with damage tokens on a character once they come back to the board after being knocked out. I assume you probably just remove them all, with the lasting penalty being the loss of style rank, but I wouldn't mind being more certain of that.
Nice Video. However I have one question about the Bosses: Do areal-attacks like the one Dante used damage the same enemy with three hits or just one?
So when a stage ends, what happens to the orbs that the last enemy dropped? Do you take extra turns to get them? Or does the stage immediately end and you lose the orbs?
Hey Aiden, when this happens the orbs are placed before the stage ends. However any orbs on the game board aren't removed at the end of a stage and can be collected during the next stage.
In the case of swarm enemies, do they activate fully one by one or do they all move first and then all attack?
Hey Joel, swarm enemies activate one by one, they just all follow the same behaviour card.
Hey guys, just got the game and have a question. For a single player experience, what's to stop me from just infinitely attacking a powerful enemy/boss until they die? Style points don't really get me anything since it's single player, so there's no incentive to make the biggest combo I can. lf the goal is to just beat the game I can just do, with Dante as an example, balrog strike into ebony and Ivory volley, clear the combo, and play them again, since basic attacks return to your "hand" and are never discarded. Is there some way to limit cheese like this? Realizing this absolutely killed any semblance of difficulty or challenge I felt trying to beat the game without getting wiped.
Now that I'm thinking more about it, I can also use that cheese to lock out my opponents in a multiplayer game. Again with Dante, his basic attacks E&B volley let's him move 1 hex before attacking. The moment I get a style points lead, I can use that 1 attack combo repeatedly to move around the board and kill all the remaining enemies, preventing any other player from getting orbs or style points. There must have been some sort of FAQ to address this? Seems like an enormous design flaw.
You can only claim a combo once per turn. Or you play a combo finisher (the attack cards that have no link outs and give double points) When you play a combo finisher. this doesn't count as your "one combo claim per turn" action. so you can claim multiple combos if you have combo finishers and your one free claim per turn.
For singleplayer, the goal is not to beat the game per se, but get the highest style points. You can kill the boss pretty quick and easy. but you won't have the points to show for it.
Whereas, if you play it stylishly, getting lots of points, (Perhaps even Lapping te board! going beyond 100 points!)
Now that's a better game.
It's exactly like the games. Sure you can spam your range attack in the DMC games and kite back, never doing combos. killing everyone... But you won't have the Style points to show for it at the end..... Probably get a B at highest. never an SSS rating.
@@raeelemental7084 I must have confused the single combo claim rule and multiple combo end rule, that already solves the problem. And on the second half of your response, it's really cool how well they translated the gameplay from videogame to board game.
@@PureBrawler Glad to see you're still invested in the game even after 6 months~
If you ever want to freshen things up. I'd recommend trying out the fan-made playable Vergil expansion in TTS' steam workshop. The fans did really well to translate him into the game!
oh interesting! I must admit when I bought the vergil expansion i was somewhat dismayed he was a boss character only, I might spoil myself and attempt to print his cards/rules out so I can play with my physical sets@@raeelemental7084
So, in this video you state that if you don't have enough cards to block the whole attack, you take the full damage, but in the instruction booklet it says that you take whatever damage is left over, so which one is it?
Hey Aiden, you're correct that if you don't have enough attack cards to dodge an entire attack, you can still discard cards to reduce the damage your devil hunter takes. I was mainly focussing on dodging an entire attack since your combo chain is discarded if you take any damage at all, even if reduced. You'd have to dodge an entire attack to prevent that from happening.
@@jamieperkins1888 thank you so much! I really appreciate you answering a question so long after the video was uploaded! I have one other question though! What happens to the extra red and green orbs that are on the board when the final enemy of a stage is defeated? Do they stay for the next level? Do they disappear? Thanks in advance! Me and my girlfriend's family absolutely love playing your board game adaptation of DMC 5!
@@NeroV1L3 no problem at all, I'm glad you're both loving the game! If there are any red or green orbs on the board once the boss is defeated, you won't have any further chances to collect them. This is why boss enemies don't drop orbs.
@@jamieperkins1888 oh sorry! I meant when the last enemy of a stage is defeated! Like stage 1 or 2!
@@NeroV1L3 Ah no, I misread your question. Any orbs on the game board either because they were already there or because they were dropped by the last enemy to be slain remain on the game board into the next stage.
I'm a little confused how dodging damage works? if I'm dealt 3 damage and dodge 1 with a card from my hand would i take 2 or do i just have to "match" the 3 with cards from hand to negate the damage?
The rulebook says you don't need to match it, so it's not all or nothing. You can Dodge 1 and reduce damage by 1. Something he sort of wasn't clear about (or straight up just said incorrectly I guess haha).
You played one card in defense for Dante, however he still took the full damage of 3.
What's the point in playing any card in defense if it's less than the attack damage?
I thought you could soften the blow by say using 1 defense against 3 attack you will now take 2.
Hi Lee,
I believe your correct as you can use cards to reduce damage. In the rules its called a Glancing below. Not sure why it wasn't discussed here.
I need FAQ to discuss things like what happens when multiple players have multiple interrupt cards and what happens to the placement of orbs when the last monster is killed
@@RoyalDevilRocky For interrupts I would say whoever shouts "interrupt" (and plays the card) first get in first, otherwise flip a coin?
For orbs I spray them out from the enemy (any that land on a hunter with/without gather more orbs are taken) and then clean the board.
I just like to keep things as simple and quick as I can to move on with details such as that.
@@LeeONardo ah so you wouldn't play. For instance...
I play turn, player 2 interrupts, player 3 interrupts player 2? We played it like magic the gathering style where all the interrupts stack so it's a matter of playing it at the right time and hoping another player doesn't have one too.
We left all orbs on the game board through every round, was that wrong?
We had an issue last night where a big enemy was left and a player killed a big monster which was the last monster, loads of orbs went into the board but as soon as the last monster is killed, the turn ends and the first player token is passed to start of the next round, the new first player just swept up all the orbs.
Guild ball Kick off in the background... way to really drive home how much I hate your business model...
Guild Ball 🥰
Cool
My head hurts. Id rather just play the video game 😵💫
The design and effort all are marvelous and remarkable but the premise of the game itself doesn't suit me that much.
I would much prefer if it was more of a pvp game
No Vergil no cash