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Dark Souls Board Game Mini Boss Guide: Boreal Outrider Knight

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"The undead here are not alone, however, for amongst them can be found the corrupted guardians of old. The greatest and most deadly of their number are the powerful Winged Knights, their holy vows forgotten. These are joined by Outrider Knights from the Boreal Valley, driven to insanity by the Eyes of the Pontiff and now little more than mindless beasts. If you are to continue your journey into Lothric, you must defeat not only these poor, tortured souls, but also the most powerful denizen of the High Walls: the dreaded Dancer of the Boreal Valley." — excerpt from Dark Souls: The Board Game Core Rulebook

Dark Souls: The Board Game

Dark Souls: The Board Game is a dungeon-crawler that uses dice, AI behavior cards, and node-based movement to simulate the tense atmosphere, solid combat, and overall difficulty of the video game franchise that it is based on.

When you set the board up for your initial exploration, you will choose a mini boss to face at the end of your exploration. Once the mini boss is defeated, you will set the board up again for your next exploration and choose a main boss to face at the end of your next exploration. There are different game modes where you can face multiple mini bosses before you face your main boss, but the typical way to play is just one mini boss and one main boss.

In the base game, there are four mini bosses: Gargoyle, Titanite Demon, Winged Knight, and the Boreal Outrider Knight. There are also two main bosses: Dancer of the Boreal Valley, and Ornstein & Smough. In this guide, I will only be covering the Boreal Outrider Knight and the rewards given to players once defeated.

Other Boss Guides

The Boreal Outrider Knight's data card

The Boreal Outrider Knight's data card

The Boreal Outrider Knight

The Boreal Outrider Knight is a unique enemy as it is the only enemy in the base game that inflicts the frostbite status condition, but more on that later. It has two physical defense, and three magical defense making it the first mini boss that you will want to prioritize physical attacks over magical attacks.

It starts with 26 health which which is tied with the Gargoyle for the highest health total of all the mini bosses. When you eventually manage to reduce its health to 13 or below, it will "heat up" but we will get to that in a bit.

The Boreal Outrider Knight also has an ability, Ice In His Veins, and makes it so that you cannot just "cheese" your way through this fight. It is active from the very start of the encounter and prevents you from staggering him and inflicting frostbite on him.

The Behavior Cards

All of the behavior cards for mini bosses and main bosses will have a movement phase and an attack phase, but not necessarily in that order. There will be times that the movement phase is also the attacking phase as well, and the boss will deal damage as it moves across the board.

When you finally make it to the boss you will separate the behavior cards from the heat up cards. You will shuffle the behavior cards and draw the appropriate amount for the boss indicated on their data cards - for the Boreal Outrider Knight it is four. This will be the "behavior deck".

If you managed to find any gravestones through your previous encounters then you may reveal a behavior card for each gravestone.

Once you start the boss encounter you will draw from the behavior deck, and follow what the behavior card says in order to control the boss on its turn. Once you have gone through the deck you will flip it back over without changing the order of the cards. This way you can memorize the boss's attack pattern and have a better chance of survival.

When looking at the boss's behavior cards, an important thing to watch out for is where their weak point is located. A weak point is an area on the boss that when attacked will give you an extra black die to roll when doing damage. The weak point changes from attack to attack, and you can see where it is by looking on the behavior card below their attack. The red portion of the boss's attack arc is their weak point. Always try to position yourself to take advantage of that extra black die as any additional benefit during a boss fight can be the difference between life and death.

Another mechanic to keep in mind is the "pushing" mechanic. Any time a boss moves to a node they will push any character on that node to an adjacent node that is further from the boss. If there are multiple nodes that fit this description then the player controlling that character can choose where their character gets pushed. Occasionally some attacks will also cause the characters to be pushed, so be on the lookout for the little shield icon above the boss's attack. One final note is that bosses cannot be pushed by players, and can only be pushed if another boss happens to move on to their node.

There are five normal behavior cards for the Boreal Outrider Knight:

  • Overhand Slash
  • Backhand Slashes
  • Leaping Frost
  • Sweeping Strike
  • Chilling Thrust
dark-souls-board-game-mini-boss-guide-boreal-outrider-knight
The Boreal Outrider Knight's normal behavior cards

The Boreal Outrider Knight's normal behavior cards

A few of the Outrider's attacks inflict a status called Frostbite. A character that becomes inflicted with this status condition must spend an addition stamina each time they walk, run, or dodge. This status condition turns this fight into one were stamina management will be the key to victory.

Overhand Slash

This attack begins, oddly enough, with the Outrider Knight moving one node to his left. He will then attack all nodes within range to his right and behind him for five physical damage. His weak point after this attack will be in front of him.

This attack has a range of one node, and requires only one successful dodge roll to evade it.

Backhand Slashes

This attack begins with the knight moving forward one node towards the nearest character. He will then attack all nodes within range to his left and in front of him for four physical damage and inflicting frostbite on any character hit by this attack. He will then repeat everything once. Afterwards, his weakpoint will be on his right.

This attack has a range of one node, and requires two successful dodge rolls to evade it.

Leaping Frost

This attack begins with the Outrider Knight attacking all nodes within range in front of him and to his right for four physical damage. Any characters hit by this attack will be inflicted with the frostbite status condition. He will then leap to the character with the Aggro token, and push any characters off that node. Afterwards, he will repeat everything one more time. His weak point will be to his left after he stops attacking.

This attack has a range of one node, and requires only one successful dodge roll to evade it.

Sweeping Strike

The Boreal Outrider Knight will start with attacking all nodes within range to his left, behind him, and in front of him for five physical damage. He will then retreat back one node away from the character with the Aggro token. His weak point will be to his right after this attack.

This attack has a range of one node, and requires only one successful dodge roll to evade it.

Chilling Thrust

This attack will start with the knight advancing forward two nodes towards the character with the Aggro token. He will then attack the character with the Aggro token for four magical damage. If the character is hit by this attack they will be inflicted with the frostbite status. After this attack, the weak point on the Boreal Outrider Knight will behind it.

This attack has a range of one node, and requires two successful dodge rolls to evade it.

The Heat Up Cards

When you reduce the boss's health to its "heat up" point - this is 13 for the Boreal Outrider Knight - you will add one random heat up card to the behavior deck. You will shuffle the deck and continue on as normal. You will need to relearn the boss's attack pattern, so proceed with caution once you reach this point in the fight.

Some bosses have abilities that activate at this point in the fight, so be mindful of the boss's data card.

There are three heat up cards for the Boreal Outrider Knight:

  • Uppercut Slam
  • Frost Breath
  • Lunging Triple Slash
The Boreal Outrider Knight's heat up behavior cards

The Boreal Outrider Knight's heat up behavior cards

Uppercut Slam

This attack starts with the Outrider Knight advancing two nodes towards the nearest character. The knight will then attack the nearest character for five physical damage and inflicts frostbite on them if they are hit. The knight will then repeat everything once. His weak point will be on his left side after this attack.

This attack has a range of one node, and requires two successful dodge rolls to evade it.

Frost Breath

With this attack, the knight will not move any nodes, but will turn to face the nearest character. He will then attack all nodes within range to the left, right, and in front of him for six magical damage and inflict frostbite on any character hit. His weak point will be behind him.

This attack has a range of one node, and requires one successful dodge roll to evade it.

Lunging Triple Slash

This is potentially the Boreal Outrider Knight's deadliest attack due to the fact that, as the name implies, it occurs three times. He will start by advancing one node towards the nearest character. The knight will then attack all nodes within range in front of him for four physical damage. Everything will repeat two more times. His weak point will be on his right side after he is done attacking.

This attack has a range of one node, and requires one successful dodge roll to evade it.

Rewards

There are three rewards for defeating the Boreal Outrider Knight:

  • Irithyll Rapier
  • Outrider Armour
  • Irithyll Straight Sword
The rewards for defeating the Boreal Outrider Knight

The rewards for defeating the Boreal Outrider Knight

A quick note on how the Frostbite status condition works on enemies. An enemy inflicted with this condition will have its movement value reduced by one. This can effectively shut down a target for a turn if applied to a target that only has a movement value of one.

There are no upgrade items that give weapons the ability to inflict frostbite, so the two weapons that drop from the Boreal Outrider Knight are unique and incredibly valuable in the right character's hands.

Irithyll Rapier

This weapon requires 24 Dexterity and Intelligence in order to wield, and is a one-handed weapon. It offers one black die for physical defense, nothing for magical defense, and no dodge dice. It has two attacks that both inflict frostbite on the target. Its first attack costs zero stamina, and uses two black dice for damage. Its second attack requires two stamina and uses a black die and blue die for damage. The damage potential for this weapon is fairly low initially, but it has two upgrade slots for something like a Titanite Shard or Bleed Gem which can both help increase its damage output.

The Assassin would be the perfect candidate for this weapon as he has more maneuverability compared to the other characters, so will have a better chance of backing away from his target after inflicting frostbite.

Outrider Armour

This armour requires 24 Dexterity and 24 Faith. It gives two black dice for physical defense, one black die for magical defense, and one dodge die. It has two ring slots, and also has a unique ability. The character wearing this armour will be immune to Frostbite.

This ability is rather lackluster due to the fact that the only enemy that can inflict Frostbite in the Core Set is the Boreal Outrider Knight. If you are playing with other expansions this might come in handy, but overall the armour is not that great. The only real benefit is the dodge die.

Irithyll Straight Sword

This weapon requires 23 Strength and Intelligence to wield, and is a one-handed weapon. Just like the other weapon, it has two attacks that both inflict frostbite. The first attack requires zero stamina, and uses two black dice for damage plus one additional point of damage. Its second attack uses three stamina and uses two black dice plus one blue die for damage.

This is a weaker version of the Rapier as its second attack costs more stamina, and it only has one upgrade slot. You can potentially get more damage from the Rapier than you can with the Straight Sword. That being said, if you are playing with multiple people these weapons might make good secondary weapons simply for the ability to apply frostbite more consistently.

Since this is a one-handed weapon it can potentially be a good second weapon to use for the Warrior if you are making a dual-wield build.

Character Guides

Good Luck!

Hopefully this has helped give you a better idea on what to expect when fighting against the Boreal Outrider Knight mini boss. Feel free to comment below if I have missed something, or if you have any questions!

"You may be remembered either as Lords of Cinder yourselves, forever joining the Soul of Cinder, or as Ashen Ones, ushering in an Age of Humanity where the curse of undeath is at last lifted—but chaos will ultimately consume all." — excerpt from Dark Souls: The Board Game Core Rulebook

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