The Dark Souls remaster was recently released, but it doesn't make enough [single player] improvements for me to really care to buy it. I might pick it up for the Switch when that gets released, because portable Dark Souls could be fun and interesting and fresh enough to warrant another purchase. However, the Switch version is being developed by another company, and it doesn't even support 60 fps, so I may not bother getting it anyway.

In the meantime, I decided to try out another "remaster" of sorts, and I got some friends together for some jolly cooperation in Steamforged Games' Kickstarted Dark Souls: the Board Game. This is a co-operative dungeon-crawler. I think the closest comparison that I can make is that it's a Dark Souls-themed variation on Descent: Journeys in the Dark. Unfortunately, Dark Souls: the Board Game doesn't seem to hold a candle to Descent.

Opening the box sets the tone of the game right away.

YOU DIED

The big mechanic that is imported from the video game is the inclusion of the video game's bonfire and respawn mechanics. Like in the video game, resting at the bonfire (or dying and being returned to the bonfire) resets everything. This includes all enemy encounters, as well as all the players' resources (such as the Estus Flask, Lucky Coin, or Pendant -- which actually has a function in the board game). However, a bit of the sense of attrition is also lost in translation, as your HP (and stamina) fully resets after each encounter. I think I would have preferred if the Estus Flask had a certain number of uses, but only restored a subset of your damage. That way, you'd retain some of your damage from encounter to encounter.

All the party's souls are dropped
on the spot where a character died.

Nevertheless, the Bonfire mechanic is probably the one mechanic that is most successfully translated from the video game source material. Despite the lack of health attrition, the desire to conserve as much resources as possible for the upcoming boss fight pressures the players into riskier play. Trying to conserve resources can lead to a lot of deaths.

Just like in the video game, if you die, all your souls are dropped on the floor where you died. If any one player dies, the whole party "dies" and is transported back to the Bonfire. The deeper into the dungeon you died, the more you have to fight through [again] in order to reclaim your souls. If you die again before reclaiming your dropped souls, all those souls are lost.

As I understand the rules, you can't leave an encounter once it's started, so you won't be making any "soul runs" to pick up your souls and then run back to the bonfire. You also can't open treasure chests until the encounter is won, which means you can't make suicidal "loot runs" either, which are a trademark strategy of the Souls video games. If you need to level up or buy new equipment in order to beat the encounter that killed you, you'll have to risk losing your dropped souls by farming against other encounters...

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