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Dark Souls Board Game Main Boss Guide: Great Grey Wolf Sif

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"Once the heart of the kingdom of Oolacile, the Darkroot retains several landmarks of that realm of ancient sorceries and myth. Undoubtedly the most poignant amongst them is the final resting place of Sir Artorias the Abysswalker, guarded eternally by his companion, the Great Grey Wolf Sif." - Excerpt from the Darkroot Expansion 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 Darkroot Expansion there are two main bosses; Great Grey Wolf Sif and Artorias. In this guide I will only be going over Great Grey Wolf Sif and the rewards given to players once defeated.

Other Boss Guides

Great Grey Wolf Sif's data card

Great Grey Wolf Sif's data card

Great Grey Wolf Sif

Great Grey Wolf Sif starts with 36 health, and when you manage to get her down to 19 or below she will "heat up" but more on that later. She has two physical defense, and three magical defense so you will want to prioritize physical attacks. Either way, this will be a tough battle so make sure you are adequately prepared before attempting to take her down.

She also has an ability, Mournful Howl. This will activate when you reduce her health to three or less. When this happens, you will replace her behavior deck with the Limping Strike card, but more on this card later.

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 Sif it is five. 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 ten normal behavior cards for Great Grey Wolf Sif:

  • Pouncing Assault
  • Slashing Assault
  • Dashing Slice
  • Sword Slam
  • Upward Slash
  • Sidestep Slash
  • Spinning Slash
  • Evasive Strike
  • Slashing Retreat
  • Sidestep Cleave
dark-souls-board-game-mini-boss-guide-great-grey-wolf-sif
dark-souls-board-game-mini-boss-guide-great-grey-wolf-sif
Sif's normal behavior cards

Sif's normal behavior cards

A few of Sif's attacks inflict stagger. This is a status condition that when inflicted upon a character will make it so that they must spend one additional stamina to use their weapon's attacks. Normally I would suggest trying to dodge these attacks, but the attacks that will stagger you require two successful dodge rolls. Your best bet is to memorize the behavior deck and do your best to avoid those attacks all together.

Pouncing Assault

Sif will leap to the character with the Aggro token, and deal six damage to them. Sif will also stagger the character hit by this attack. Her weak point will be behind her.

This attack has infinite range, and requires two successful dodge rolls to be evaded.

Slashing Assault

This is potentially Sif's deadliest normal behavior card. She will start by advancing one node towards the nearest character. She will then attack all nodes within range to her left and in front of her for five physical damage. Afterwards, she will attack all nodes to her right and in front of her again for another five physical damage. Her weak point will be behind her.

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

Dashing Slice

Sif will start by advancing forward two nodes towards the nearest character. She will then attack all nodes in front of her within range for seven physical damage. Her weak point will be to her right afterwards.

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

Sword Slam

Sif will advance forward one node towards the nearest character, and attack all nodes in front of her within range for six physical damage. She will also stagger any character hit by this attack. Her weak point will be to her left after this attack.

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

Upward Slash

Sif will start off by moving forward two nodes towards the character with the Aggro token. She will then attack that character for seven physical damage. This attack is an AOE (area-of-effect) and will damage not only the character with the Aggro token, but all characters that share the same node as them. Her weak point after this attack will be behind her.

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

Sidestep Slash

She will move to the right one node. She will then attack all nodes to her left and in front of her within range for six physical damage. Her weak point will be her right side.

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

Spinning Slash

Sif will not move, and instead will attack immediately. She will attack all nodes surrounding her within range for six physical damage. She does not have a weak point following this attack.

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

Evasive Strike

This will start with Sif attacking the nodes in front of her and to her right within range for six physical damage. She will then move one node away from the nearest character. Her weak point will be behind her.

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

Slashing Retreat

Again, Sif will choose to attack first before moving. This time, she will attack all nodes surrounding her within range for five physical damage. She will then move one node away from the nearest character. She will have no weak point after this attack.

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

Sidestep Cleave

As the name suggests, Sif will move one node to her left. She will then attack all nodes in front of her and to her right within range for six physical damage. Her weak point will be to her left.

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

The Heat Up Cards

When you reduce the boss's health to its "heat up" point - this is 19 for Sif - 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 Sif:

  • Cyclone Strikes
  • Savage Retreat
  • Feral Onslaught
Sif's heat up behavior cards

Sif's heat up behavior cards

Cyclone Strikes

Sif will start by attacking all nodes surrounding her within range for seven physical damage. She will stagger any character hit by this attack. She will then advance forward one node. After she moves, she will then repeat her attack and movement phase one more time. She will not have a weak point following the end of her activation.

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

Savage Retreat

This is Sif's most devastating attack. She will start by attacking all nodes to her left, right and in front of her within range for six physical damage. All characters hit by this attack will be staggered. She will move back one node. She will repeat her attack and movement phase TWO more times.

This means that she can potentially deal 18 damage to a single character which is almost twice a character's maximum health. If you are unfortunate enough to have this heat up card added to the behavior deck, make sure you memorize where it ends up being so you can have the best chance to avoid a complete wipe.

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

Feral Onslaught

Sif will advance one node forward towards the nearest character. She will then attack all nodes to her left, right, and in front of her within range for six physical damage. This attack will also stagger anyone hit by it. She will repeat her attack and movement phase one more time. Her weak point will be behind her.

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

Limping Strike

As mentioned previously, when you reduce Great Grey Wolf Sif's health to three or less, you will replace the entire behavior deck with this singular card.

Sif's final stand

Sif's final stand

This is Sif's weakest attack. She will start by advancing forward one node to the nearest character. She will then attack all nodes in front of her within range for two physical damage. Her weak points will be to her left, right and behind her.

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

Rewards

There are three rewards for defeating Great Great Wolf Sif:

  • Cursed Great Sword of Artorias
  • Greatshield of Artorias
  • Greatsword of Artorias
The rewards for defeating Sif

The rewards for defeating Sif

Cursed Great Sword of Artorias

This is a two-handed weapon that requires 24 Strength, and 14 Dexterity, Intelligence, and Faith in order to wield. It offers one black die for physical defense, and one blue die for magical defense. It gives no dodge dice, but does have two upgrade slots available.

It has two attacks. Its first attack costs zero stamina, and uses a black and a blue die for damage. Its second attacks costs four stamina and uses a blue die and an orange die for damage.

This is the weaker version of Artorias's sword, but it can still do considerable damage especially when upgraded with something like the Titanite Shard and/or Bleed Gem.

Greatshield of Artorias

This shield requires 33 Strength and 23 Faith in order to wield. It gives one orange die for physical defense, and one blue die for magical defense. It also has an ability which grants the wielder immunity to both bleed and poison. This can be a great shield - no pun intended - for any character other than perhaps the Assassin as it doesn't offer any dodge dice.

Greatsword of Artorias

This is the superior version of Artorias's sword, and as such requires higher stats. You will need 24 Strength, and 20 Dexterity, Intelligence, and Faith to wield it. It offers better defense than its counter part; one blue die for physical defense, and one orange die for magical defense. It still doesn't give the wielder any dodge dice, but still has two slots for upgrades.

Its attacks are exactly the same as its weaker version with the exception that both attacks now do magical damage. This can be a great upgrade for the Knight, or even the Warrior.

Character Guides

Good Luck!

Hopefully this has helped give you a better idea on what to expect when fighting against the Great Grey Wolf Sif main 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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